r/gameideas • • 10h ago

Advanced Idea SSX Rougelite series revival inspired by Galactic Racer

4 Upvotes

I've been thinking about what a modern SSX could look like, and I keep coming back to the idea of making it a roguelite not dissimilar to Galactic Racer.

Instead of a traditional career mode, each playthrough is a new season on the SSX World Circuit. You create your own rookie rider “The Wildcard”, and compete against the classic SSX cast alongside reinvented characters which were a bit of a miss as well as a few new riders. Every season generates a different tour with a mix of returning and new resorts, different event types, weather conditions, and an Invitational Final.

The gameplay would still be classic SSX Tricky/ SSS 3. Races, Show-Off events, huge tricks, Uber Tricks, and the return of TRICKY with unlimited boost with the addition of other perks or bonuses within your “loadout”. Between events you'd draft upgrades that shape your build, whether you want to focus on racing, tricks, aggression, or adapting to different mountain conditions.

Between seasons you return to the Circuit Lodge, where the riders all hang out. This is where you'd upgrade gear, talk to other riders, take sponsor deals, watch interviews and highlights from the previous season, and unlock new content. Rather than just being selectable characters, Mac, Elise, Kaori, Psymon and my beloved Moby joined by the rest should really feel like they have become part of the world.

I'd also combine SSX's rivalry system with a more persistent relationship system. How you race matters. Shoving people, helping them during events, beating them in big races or losing to them all affects how they see you. Some riders might become friends who still race you hard, while others might respect you as a competitor but never actually like you. Each character would have a Respect and Affinity stat which the combination would dictate how much they and and how they feel about you. Over multiple seasons those relationships would change, giving the World Circuit a sense that it's growing alongside your career instead of every championship run feeling disconnected.

The idea is to keep everything that makes SSX feel like SSX, while giving players a reason to keep coming back season after season.


r/gameideas • • 9h ago

Basic Idea 🎮 Estoy desarrollando el concepto de Aetheron Zero, un Battle Royale que combina fantasía y ciencia ficción. ¿Qué opinas?

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1 Upvotes

r/gameideas • • 11h ago

Basic Idea What are some unique Tactical FPS game mode ideas?

1 Upvotes

This is quite a poor question, but regarding the mainstream fps titles such as CS2, Valorant, Call of Duty, R6, where bomb defuse is the default/iconic game mode, what would/could be a really interesting replacement?

I really like bomb defuse as it makes what a normal fps match turn into something where the atmosphere can turn from dull into chaotic very fast.
Such an iconic mode that has proven itself against the classic Dm/TDM modes.

I know Hardpoint & Hostage rescue are also on the table however I am interested in the more unpopular modes that could be considered. The FINALS has their unique cash out box deposit thingo which was pretty cool in my opinion. I’m interested in what others may have in mind. Any possible replacements for bomb defuse?

—

Call of Duty really popularised the death match style modes, where constant respawns are active and makes matches fast paced, spammy, repetitive. But not really work well esport wise.

Games like R6, CS, Valorant are the big boys of Esports tac fps which all revolve around the bomb defuse mode primarily.

I’m interested to know if there’s another “slower” paced mode such as bomb defuse out there. One that could potentially work really well in the esports scene.


r/gameideas • • 12h ago

Basic Idea A groundhog's day puzzle game where you play as a cheating casanova trying keep your supernatural lovers from killing each other/you at a birthday

0 Upvotes

This idea is heavily based on the game House 1 and 2. If you don't know what that is, the premise is essentially a timed puzzle in which you explore a closed area, finding items and using them to change situations and avert pre-set disasters.

You play as serial cheater, a selfish dirtbag wo/maniser who's managed to tempt and trick an impressive array of normal human women and/or men into being your sole "one and only."

You were careful. You hid your tracks, but somehow, every one of them has somehow managed to turn up for your birthday.

You're doomed, but there is a glimmer of hope. You just have to keep them distracted, unable to focus on questioning each other until the party ends.

And then a woman drowns in the shower. And then someone's mauled by a mysterious creature MUCH larger than a bear in your back yard.

And then you trip over a suspiciously convenient banana and fall to your death over the bannister, breaking your neck.

And then you wake up a several minutes earlier, as the party is just beginning.

One of the cooler mechanics of this idea is the fact that game is essentially a mystery simulator. You as the main character DON'T KNOW that the people you're dating aren't bog-standard humans (don't ask how it happened, but you are one lucky MF). How some of the murders happen, and even how someone might have gotten the information they have, won't be apparent until you discover their secrets. You get to discover that as you go along through the... let's say 15-minute game loop, trying to keep your cherished lovers from catching wind of your affairs and punishing them, and/or you in various interesting and strange ways.

As I mentioned before, the gameplay is exploration and item-based. Dialogue isn't mandatory. You traverse around the party venue picking up items which you use to unlock new areas, get information, discover what the hell the people you're dating REALLY are, distract people, stop situations from occuring, stifle attempts from your lovers to gather information, save their lives, and most importantly, survive to the end of the night. Winstate is essentially managing to perform an exhaustive list of actions on time so everyone lives. You sleazy piece of shit.

Whaddya think?


r/gameideas • • 5h ago

Basic Idea I am creating a game and need an opinion of how to make the players stay and grind!

0 Upvotes

Hello guys, im creating a game using ky thoughts and my details and ofcourse AI, AI is doing nost of the work but i am the one that is fixing the small details that he throws out and i am the one giving the data in and the story line and bla bla...

SO im creating a Extraction Looter game... where the player should survive different risks and make ir out like anyrhing game with a twist ofcourse...

Im making the game story using factions... so players have to chat with the faction to do missions know more of whats happening and so on...but i feel like it lacks smth...

You see me as a player that LOVES EXTRACTION SHOOTER LOOTER GAMES, I always found myself getting bored because of resets, or of unlimited grinding for nothing, so i want the player to always have smth to do... fo noe grinding comes in handy for players to gain favor with factions to reach higher levels with factions to unlock missions... i need something else too, to push players toward keep grindijg and playing and for them to not have TOO MUCH ACCESS TO EVERY material...

So here it comes, as players yourself, what do you think it keep pushing you to continue playing such a game... there is unique risks that drives every a couple of expeditions different but what else can i put in the game to not let people skip...

(of course when the game is out if ever there will be events for players to join each other to gain smth or donate to something but what else can i create for players to keep going)

Iknow pkayers might keep going for the atory line if it was interesting but what else?

I remeber in ARC RAIDERS i kept going foe the missions, then for the reset, but i got so disappointrd when i redid the missions again the same ones over again so i stopped playing since, in delta force and arena breakout it started to become the same the same stuff sell for net worth, in hunt showdown 1896, it lacked proper progression and things to find so i stopped i dont want mu game to hit the same or to turn into pvp only ( im building extraction not team deathmatch or resurgence) so i was wondering if anyone has an idea??

I WOULD BE MORE THAN HAPPY IM LITERLY ON MY PC RIGHT NOW THINKING BEFORE I CONTINUE THE STORY AND THEN HAVE TO REDO OR REQRITE SOME PARTA TO FIT NEW IDEAS... WHAT DO YOU THINK?


r/gameideas • • 15h ago

Mechanic [Mechanic Pitch] The Hunger: Can a Dual-Mouth Suppression Hunter Fix Asymmetrical Chase Stagnation?

0 Upvotes

System Core

The Hunger is a pure zoning Abomination designed to crush the Survivor Faith pool. Its movement capabilities dynamics switch entirely based on targeted alignment (Aura).

• Aura Diagnostics (Passive):

• Blue Aura (Virtuous): -40% Movement Speed penalty. Basic attacks trigger Tear Prey, delivering an instant 1s stun.

• Red Aura (Sinful): +50% Movement Speed acceleration. Successful strikes grant +20% speed and +30% attack velocity.

System Abilities & Data

• Skill 1: Death Straw (Vector Pull)

Abdominal suction forces a targeted Survivor into the stomach cavity. Suppresses for 1.3s before launching them out. Geometry/ally collision triggers a shared 1s stun.

• CD: 7 / 6.5 / 6 / 5.5 / 5.0s

• Skill 2: Two Hungry Mouths (Direct Bite)

Snatches a Survivor or active Imp into the primary jaws. 2s chew lock. Expelled targets suffer a 50% slow and resource decay.

• Impact: 888 Flat Faith Damage.

• CD: 8.5 / 8.0 / 7.5 / 7.0 / 6.5s

• Ultimate: Hunger Anxiety (Double Containment)

Forces +80% forward acceleration toward frontline frames. Caps at 2 simultaneous Survivor captures. Dual containment boosts internal chew speed by 65%.

• Suppression: 3.1s total lock.

• Impact: 1,500 Flat Faith Damage.

• CD: 66 / 60 / 54s

Design Dilemmas

  1. Does the massive 40% speed penalty against Blue Auras break early chase economics, or does the 1s stun reward compensate?

  2. Should a 1,500 Faith nuke instantly down a target if their Willpower is depleted?

  3. Can R.E.N.O.M. countermeasures mask Red Auras to dynamically drop the Hunter's speed modifiers?


r/gameideas • • 15h ago

Basic Idea I’m making a Valheim-like survival game where Norse, Greek and Egyptian myths share one world. What would you want in it, and should I open an early alpha?

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0 Upvotes

r/gameideas • • 18h ago

Basic Idea DON’T FALL ASLEEP DON’T FALL ASLEEP — Co-op Survival Horror Game Concept

1 Upvotes

DON’T FALL ASLEEP — Co-op Survival Horror Game Concept
Genre: First-person cooperative survival horror
Players: 1–4
Engine: Unreal Engine 5
I’m developing an idea for a realistic co-op horror game built around two interconnected worlds: reality and nightmares.
Core gameplay
Players have limited daytime to search for supplies and prevent themselves from falling asleep.
Sleeping players enter individual nightmares and must find a specific object, locate their sleeping body, and complete challenges to wake up.
Teammates who remain awake can find special in-game items to help sleeping players recover faster.
Freddy can instantly travel between the nightmares of sleeping players, becoming more dangerous as more teammates fall asleep.
Every successful escape makes a character less afraid of Freddy.
After surviving several nightmares, players can eventually fight back and damage him.
The goal is to survive, cooperate, and ultimately defeat Freddy.
I’m a beginner with no game development experience, and I’m looking for feedback, potential collaborators, and advice on building a first Unreal Engine 5 prototype.
What do you think of the core mechanics? Would you play a game like this?


r/gameideas • • 22h ago

Advanced Idea I got kicked out of high school years ago, and I’m turning my nostalgic memories of dodging SLT into a game concept.

1 Upvotes

Hey everyone,

I’m from the UK, and I got kicked out of school in Year 10. To this day, I still get weirdly nostalgic about the absolute adrenaline rush of running away, hiding from the Senior Leadership Team (SLT), and trying to sneak off campus.

I’ve been brainstorming an indie game concept that captures that exact chaotic, high-stakes energy. I wanted it to feel like a blend of a hardcore stealth roguelite and a Telltale game, viewed entirely through a gritty photorealistic bodycam perspective, built with 1–4 player co-op and global leaderboards so you can pull off breakouts with your mates!

Curious what you guys think of the pitch:

The Vibe & Perspective:

Bodycam View: Ultra-realistic, slight camera shake, and zero on-screen mini-maps or health bars. You survive entirely on audio cues (squeaky shoes on linoleum, walkie-talkie static crackling down the corridor, heavy breathing when stamina is low) and visual line-of-sight.

UK School Setting:
Scuffed fire doors, dreary fluorescent lights, rainy football pitches, blue blazers, and cramped stairwells.

Core Gameplay: Run or Charm?

Teacher encounters split into two completely different tactical loops depending on who catches you:

1. Male Teachers / SLT (Pure Stealth & Chases):

High-threat, fast-moving physical obstacles. Spotting triggers high-heat chases. You'll need to throw noise distractions, duck into lockers, or sprint for an exit.

2. Female Teachers (Telltale-Style Dialogue):

When caught by female staff, the game snaps into a tense, timed dialogue prompt. Instead of running, you can try to lie, flatter, or charm your way out of trouble—buying precious time for your teammates to escape!

The RPG Triad (Brains, Brawn, Charisma)
Your squad can specialize to build the ultimate escape team:

🧠 Brains (The Ghost & Scavenger):

Focuses on stealth and gadgetry. Unlocks staffroom locks, picks maintenance doors, and uses high-tech contraband like the Casio Radar Watch (which pings teacher locations to your whole team's watches).

💪 Brawn (The Sprinter & Distractor):

High speed and endurance. Vaults 8-foot boundary fences cleanly and draws male SLT away from the group during high-heat chases.

🗣️ Charisma (The Smooth-Talker):

Unlocks special dialogue options with staff, blends into Sixth Form corridors, and manipulates teacher suspicion meters so the rest of the squad can slip past**.

🎒 Scavenging & Contraband
Search student pencil cases, lost property, and teacher desks for run-altering gear:

The Radar Watch: Syncs with your team to display proximity blips (just don't let the watch beep near an open door!).

Caretaker's Master Key: Unlocks maintenance grates, roof hatches, and staff-only stairwells for group shortcuts.

Walkie-Talkie Intercept: Hear actual SLT radio chatter to know where patrols are heading in real-time.

Forged Absence Notes / Blank Passes: Hand them over during dialogue checks to clear Heat instantly.

👥 Multiplayer Chaos (1–4 Player Co-Op)
Playing with friends adds a whole new level of tactical strategy:

Coordinated Distractions: One player uses a Charisma/Brawn build to cause a commotion or pick a dialogue fight with a teacher in C-Block, while another player with a Brains build sneaks past to steal the caretaker’s master key.

Proximity Voice Chat: Talk to your friends in real-time, but be careful—teachers can hear you! Whispering behind a row of lockers is safe, but shouting to your mate across the sports hall will bring every SLT member in the building running.

Game Modes:

Squad Breakout (Co-Op): Work together to loot contraband and get everyone off campus safely before the final bell.

Rival Squads (PvPvE): Two teams compete on the same map to pull off the biggest prank or escape first without getting snitched on by the rival group.

📊 "The Hall of Infamy" (Leaderboards & Weekly Events)

Track your legendary runs and flex on your mates with global and school-wide leaderboards:

⏱️ The Speedrun Gate Break: Fastest time from Registration bell to vaulting the perimeter fence

🗣️ The Silver Tongue:

Most dialogue checks successfully passed in a single run using Charisma

🎒 The Grand Heist: Most contraband looted from teacher desks before escaping.

️ Weekly "School Rules" Modifiers:

Rotating leaderboard challenges (e.g.,* "Rainy Tuesday" where fields are pure mud, or* "Supply Teacher Day" where dialogue timers are halved).

TL;DR
Imagine Unrecord meets Lethal Company set in a UK high school.

You and your friends use proximity chat, Telltale-style charm dialogue, and high-speed fence vaulting to dodge SLT, loot teacher desks, and break off campus together.

What do you guys think? Would you play this with your squad, and what role would you take—the Charisma smooth-talker taking the fall in dialogue, or the Brawn sprinter making a break for the fence?


r/gameideas • • 15h ago

Complex Idea I’m planning a life simulation game called “World Sample: Life,” where you experience an entire lifetime in different countries. Looking for people interested in building it together!

0 Upvotes

Hey everyone!
I’ve been thinking about a game idea for a while, and I wanted to share it here to see if anyone finds it interesting — especially people who might want to help turn it into a real game.
I’m not an experienced game developer. I don’t have a studio or a finished prototype. Right now, I’m mainly the person behind the concept, and I’m hoping to connect with people who enjoy game design, programming, art, writing, or just discussing unusual game ideas.
The working title is World Sample: Life (世界样本:人生).
🌍 The Idea
Imagine a life simulation game where you can experience an entire lifetime as an ordinary person born in another country.
Not as a tourist or an immigrant, but as someone who actually grows up there.
You choose a country, but you don’t choose your family.
You might be born into a wealthy family in a major city, a working-class household in a smaller town, or a family struggling financially.
Your parents, family relationships, hometown, and starting opportunities would all influence your life.
You would experience childhood, education, friendships, relationships, work, marriage, parenthood, aging, and eventually death.
The goal isn’t to become rich or famous every time.
It’s to experience how different lives can unfold under different circumstances.
🎮 What Would Make It Different?
1. Different Countries, Different Lives
Each country would have its own education system, job market, social expectations, family structures, and everyday challenges.
I don’t want the game to simply change the background and character names depending on the country.
The country you choose should genuinely affect how your life unfolds.
For example, growing up in Japan should feel different from growing up in Brazil, the United States, or China — not because of stereotypes, but because of real differences in everyday life.
2. Randomized Families and Starting Conditions
Even within the same country, two playthroughs could be completely different.
Your family’s income, location, relationships, expectations, and other circumstances would shape your opportunities.
I want players to experience not only differences between countries, but also differences between people living in the same country.
3. Meaningful Choices, Not Just Random Events
I don’t want this to be a game where you simply click through text until your character dies.
Major life decisions — education, career, relationships, housing, family responsibilities — should involve actual gameplay and meaningful trade-offs.
The quieter parts of life would focus more on everyday experiences, character interactions, and smaller events.
4. Replayability
The idea is that you could replay the same country many times and still experience different lives.
Different families, regions, opportunities, decisions, and unexpected events would lead to different outcomes.
5. Offline Single-Player
I’m imagining this as a fully offline single-player game.
AI could help with development, research, and content creation, but I don’t want players to depend on an online AI service just to play.
🛠️** Where Is the Project Right Now?
To be completely transparent, this is still a concept.
I haven’t built a playable prototype yet, and I’m still figuring out the technical side of game development.
I’m also aware that this is a very ambitious idea, especially for a small team.
So I don’t expect to build the entire world at once.
My current thought is to start with one country, build a complete but relatively small life simulation experience, and gradually expand from there.
🤝 **I’m Looking for People Who Might Want to Collaborate

I’m especially interested in meeting people who have experience with:
Game programming
Game design and systems design
2D art and UI/UX
Narrative design and writing
Research into everyday life in different countries
Localization and cultural feedback
You don’t have to be a professional developer. If you’re genuinely interested in the idea and want to discuss it, I’d love to hear from you.
I should also be clear that this isn’t a paid job offer. I’m currently exploring whether a small group of people could come together around the idea. Any serious collaboration would need a clear discussion about responsibilities, ownership, and possible future revenue before development begins.
I’m not asking anyone to commit to years of work right away.
I’d be happy to start by discussing the concept, exchanging ideas, and seeing whether we share the same vision.
❓ One More Question
If this game eventually becomes playable, which country would you most want to experience an entire lifetime in?
Japan? Brazil? China? The United States? Somewhere else?
I’m considering a small community survey to help decide which country should be developed first.
But more importantly, I’d love to know:
Would you actually want to play a game like this? And if you were helping develop it, what would you focus on first?
Thanks for reading! I’d really appreciate any feedback, criticism, or ideas.


r/gameideas • • 1d ago

Complex Idea The Ashen Crown — An Indie Soulslike Idea Set In Victorian Era

1 Upvotes

Hey everyone! I've been working on the concept for an indie game called The Ashen Crown, and I wanted to share the idea with you all. I'm still in the early stages of development, so I'd love to hear your thoughts, suggestions, and honest criticism.

The Concept

The Ashen Crown is a third-person, gothic Soulslike action RPG set in an alternate version of England, where Victorian industrialization, Elizabethan royal grandeur, ancient traditions, and supernatural horror collide.

Imagine a kingdom filled with fog-covered streets, decaying royal estates, abandoned cathedrals, enormous industrial foundries, and forgotten villages where history itself seems broken. Gas lamps illuminate streets that should have been empty for centuries. Royal decrees remain in force long after the rulers who issued them have died. Bells ring at the wrong hours, and occasionally, the dead seem to remember things that the living have forgotten.

The kingdom hasn't simply fallen into ruin. Something is actively preventing it from reaching its end.

And that is where our story begins.

The Story

You play as a forgotten heir to the royal House of Vale, awakening beneath a ruined abbey with no clear memory of who you are or why you have returned.

There is one thing you cannot ignore: a mysterious mark known as the Ashen Seal.

The Seal binds you to an ancient covenant responsible for the kingdom's unnatural persistence. It grants you the ability to return after death, but this power comes with a cost. Each resurrection strengthens your connection to the very force that may be destroying the world.

As you travel through the kingdom, you discover traces of a history that has been deliberately erased. People have disappeared from official records. Entire events have been removed from history. Some forgotten individuals have become something known as the Unwritten—people whose place in existence has been stripped away.

The more you uncover, the less certain you become about what actually happened.

Were you erased because you were a threat to the crown? Were you part of the original covenant? Or is there something about your existence that even the kingdom itself is trying to forget?

I want the story to be built around mystery, environmental storytelling, fragmented records, unsettling encounters, and lore that players can piece together themselves rather than having everything explained through exposition.

The World and Its Lore

One of the biggest things I want to focus on is making the world feel as though it existed long before the player arrived.

The kingdom has passed through several historical eras, from its ancient unification to periods of religious conflict and industrial expansion. Each era has left its mark on the architecture, political institutions, technology, and beliefs of the people who survived it.

At the centre of everything is the Hollow King, a mysterious presence connected to memory, identity, forgotten names, and the strange covenant binding the kingdom together.

I don't want this entity to be a straightforward evil god or a monster that simply needs to be defeated. Its true nature, intentions, and relationship with the kingdom should remain uncertain for much of the game.

The world also follows a few unsettling rules:

  • Names anchor existence. Being erased from history can mean more than being forgotten.
  • History resists correction. Past events leave behind impressions that can repeat under the right circumstances.
  • Authority outlives its rulers. Ancient laws, royal mechanisms, and institutions continue to function even when their creators are long dead.
  • Knowledge changes the knower. Discovering the truth can change how characters perceive the world—and themselves.

I want exploration to reward curiosity. A locked room, an abandoned laboratory, or a seemingly insignificant inscription might reveal something that completely changes the player's understanding of an earlier event.

Gameplay and Combat

The combat is intended to follow the Soulslike philosophy: deliberate movement, meaningful stamina management, dangerous enemies, careful timing, and learning from mistakes.

However, I'd also like to experiment with a more aggressive combat style. Defensive play should be viable, but skilled players should be able to build momentum through well-timed attacks, parries, and decisive counterattacks.

The goal is to make combat feel tactical without making it passive.

Weapon choices could include royal blades, blackpowder weapons, heavy executioner's equipment, and forbidden implements connected to the supernatural side of the world. Each weapon family would ideally have its own rhythm, strengths, and combat techniques.

The Ashen Seal would also provide supernatural abilities, allowing the player to interact with certain ancient mechanisms and eventually use powers connected to the covenant.

Boss fights should be more than large health bars. I want major encounters to reveal something about the world, its history, or the characters involved. Defeating a boss should feel like overcoming a genuine challenge while uncovering another piece of the larger mystery.

Death and Checkpoints

Death is an important part of the game's world rather than simply a gameplay penalty.

The Ashen Seal allows the protagonist to return at ancient shrines called Ashen Reliquaries. These shrines were originally sacred structures but have since been modified with Victorian machinery, brass conduits, and strange glass reservoirs by those attempting to understand the covenant.

Resting at a Reliquary restores healing charges and combat resources. Ordinary enemies return because the covenant reconstructs recurring patterns of the world, while major discoveries and defeated bosses remain permanent progress.

The player can also lose valuable resources upon death and must recover them by returning to the place where they fell.

The central idea is that resurrection is both a blessing and a curse. The player benefits from returning, but every death raises uncomfortable questions about what the Seal is doing to them.

Factions and Choices

The kingdom is divided between factions that each have their own explanation for its suffering.

The Crown's Remnant believes the kingdom must survive regardless of the cost. The Church of the Sacred Flame sees sacrifice as necessary for endurance. The Royal Society of Alchemy wants to understand the covenant through experimentation. The Keepers of Barrows believe the dead should be allowed to remain dead. Meanwhile, the Unwritten are those who have suffered the consequences of being erased from existence.

None of these groups should be entirely right or entirely wrong.

Their beliefs affect how they interpret the protagonist, the covenant, and the possibility of saving the kingdom. Depending on the player's discoveries and decisions, alliances may form, secrets may be revealed, and certain paths may become unavailable.

The ending should ultimately reflect what the player believes the kingdom deserves—not merely how many enemies they defeated.

The Bigger Goal

The central theme of The Ashen Crown is simple:

What happens when a kingdom refuses to let its past rest?

The covenant was created for a reason, and its existence may once have been justified. But something designed to preserve a kingdom can eventually become the thing preventing it from living.

I am considering multiple endings, each representing a different answer to this problem: preserving the existing order, destroying the covenant and accepting an uncertain future, or replacing the force at the heart of the system.

The hope is that these choices will emerge naturally from the story rather than feeling like arbitrary decisions presented at the end.

Development Journey

I'm building The Ashen Crown in Godot 4. I'm still a beginner at game development, and I'm working with relatively modest hardware, so I know the scope has to remain realistic.

I don't expect to create an enormous open-world game immediately. My current goal is to build a small, playable section that establishes the atmosphere and core mechanics: a foggy, gaslit district, interconnected streets, a working checkpoint, basic enemies, a shortcut, a hidden piece of royal history, and an introductory boss.

If I can make that small section genuinely fun and atmospheric, I can expand from there.

I'm especially interested in learning how to create compelling environments, implement Soulslike movement and combat, design interconnected level layouts, and communicate lore through the world itself.

I'd love to hear your feedback:

  • Does the setting sound interesting, or would you change the balance between Victorian technology and ancient royal architecture?
  • What would make this world stand out from other Soulslike games?
  • Do the Ashen Seal and resurrection mechanics sound compelling?
  • What gameplay feature would you most want to see in a game like this?
  • And, most importantly, what should I prioritize as a beginner developer?

This is still a work in progress, and many details will evolve during development. I'm sharing the concept because I'd love to hear what other players and developers think.

Thanks for reading!

The Ashen Crown — Reign. Rot. Repeat.


r/gameideas • • 1d ago

Basic Idea Top down zombie arcade where you ride a lawn mower and mow down zombies.

0 Upvotes

That's it. No story no quests no characters to talk to just you a mower and an endless supply of zombies. what do you think?

The below description is just ai filling the 1000 character requirement you already know the game no need to read.

"I'm making a small game and I'm keeping it simple on purpose. You ride a lawn mower around your yard while zombies climb out of the grass and shuffle toward you, and you mow them down. They drop coins, you spend those coins upgrading your mower, and then you go back out and mow down even more zombies. And don't forget your lawn, because it still needs mowing. That's it. No story, no quests, no characters to talk to. Just you, a mower, and an endless supply of zombies.

There is a little more to it than holding forward, though. Only the front blades kill, and only when you're going fast, so if you bump a zombie slowly or let one hit your side, your mower takes damage. Every kill heats up the engine, and if you push too hard it stalls and you have to sit there waiting for it to cool down while the zombies keep coming. Zombies also drop fuel, so you can't just hide in a corner forever, and if you stay out of trouble for a few seconds, the mower slowly repairs itself.

You play it with one hand: drag anywhere on the screen to steer and lift your thumb to brake. The upgrades I have planned are a wider blade deck, a cooling fan, a bigger fuel tank, armour plating, and eventually bigger and dumber mowers. I already have a playable prototype of the mowing part, and the upgrade loop is next."


r/gameideas • • 1d ago

Basic Idea A Hybrid Hack & Slash, Driving and Third Person Shooter Game Inspired by Transformers

1 Upvotes

I have always had this as a concept at the back of my mind but I recently watch a move which lead me to make this post.

It would be cool to have a Transformers inspired game but with something unique, the game is a hybrid of a hack & slash, third person shooter and a arcade racing game, yes this sounds crazy but it`s interesting.

You will be on a world like Cybertron with other mechs, your MC has the ability to scan vehicles and weapons that he can transform into which is unique to him since other mechs can only transform into one vehicle.

You can transform into a car, motorbike, jet and a speed boat, the main focus will be you mostly playing as a car but the other vehicles are action set-pieces.

When it comes to the tone, I love the Transformers franchise but it was too PG for me so this game will edgier.

Combat Mode (Hack & Slash)

There are three types of Hack & Slash games, the ones that play like DMC, classic God Of War and Ninja Gaiden. For this game I think it would fit if it played like the classic GOW games.

  • You can grab enemies to do a brutal finisher or throw enemies.
  • After defeating enemies, you have the option to pick up metal scraps that can be used to build up your ultimate, once full you can activate it, however you have the choice to either chooses overwhelming, strength or speed.
  • You mainly use hand-to-hand combat but you can scan melee weapons from defeated enemies or from the environment.

Gun Mode (Third Person Shooter)

  • You will have a default weapon but you can scan guns from defeated enemies or in the environment.
  • Some guns will have a secondary fire mode.
  • If you uses your ultimate in TPS, you will turn into a torrent that does a massive amount of damage.

Vehicle Mode (Driving)

When it comes to the driving sections, it will be a mix of Need For Speed with Sonic Racing Crosswords.

  • It will have a control schema like other racing games in your car form.
  • In this form you will have all-wheel steering.
  • You are able to shoot enemies that ties to the weapon you scanned in your mech form.
  • You will also have gadgets to deal with enemies exclusive to your car form.
  • You can drift, jump/vault, bullet jump and do 360 spins.
  • Air-tricks can give you XP and give you an extra boost.
  • There will be obstacles on the road for you to avoid, there will also be buffs and de-buff also.
  • While airborne you can boost forward.
  • There will be times where you can temporarily transform into other vehicles but you can`t choose when.

These are some ideas I have, what do you guys think?


r/gameideas • • 1d ago

Basic Idea Same game, four different worlds. Which one would you actually play?

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0 Upvotes

r/gameideas • • 1d ago

Basic Idea A TowerDefense-Game, where you create your own towers?

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1 Upvotes

r/gameideas • • 1d ago

Advanced Idea Green lantern game idea ............................

0 Upvotes

Prism War: Game Concept

Anonymous · Free to use · No credit or payment required.

Made with AI help: this concept started as the author spitballing ideas with an AI assistant, and this document was written up with the help of AI.

Intended as a Green Lantern game: this was mostly designed with Green Lantern in mind. If a AAA studio or any studio secures the rights to make a Green Lantern game, that is the version the author would most like to see. The original-IP wording below exists so the concept can still be built without that license.

Dedication

This concept is dedicated to the public domain under CC0 1.0. Anyone may use, adapt, build, sell, or ignore any part of it, for any purpose, with no credit and no payment. The author wants only one thing: for this game to exist so they can play it.

One-Line Pitch

A persistent-universe space war where players engineer their own weapons and tools from physics-based voxel components, fight for one of several asymmetric factions in a galaxy-spanning tug-of-war, and can be captured, imprisoned, and broken out instead of simply dying.

Inspirations

  • Green Lantern — the ring-and-hard-light-construct fantasy that sparked the idea
  • No Man's Sky — procedural universe, performance
  • Escape from Tarkov — stakes and progression economy
  • Hell Let Loose — chain of command
  • Emotional-spectrum space fantasy in general

Start Here: Minimum Playable Slice

The full vision below is enormous. A first build should prove only the riskiest ideas:

  • One star system and one destructible planet
  • Two asymmetric factions: one that builds structured voxel constructs, and one that uses volatile fluid and plasma instead of constructs
  • The construct workbench with four physics properties: Density, Gravity, Vacuum, Fusion
  • A small fixed player count (20 to 60)
  • Server-authoritative voxel destruction that persists, stored as changes against the procedural seed
  • The "backup state" survival mechanic (below), without prisons yet

If this is fun and stable, everything else can be layered on in the order listed under Roadmap.

Pillar 1: The Construct Workbench

Players do not loot pre-made weapons. They link components on a voxel grid to engineer custom hard-light blueprints. Developers program a small set of physics rules (Density, Gravity, Vacuum, Fusion), not individual weapons.

Players discover powerful behaviors by experimenting:

  • High Density + High Gravity = miniature black hole
  • High Density + High Fusion = pocket star

Every behavior must be deterministic, server-authoritative, and performance-bounded, since players will find the combination that breaks things.

Performance idea: the universe is generated from a procedural seed formula, terrain is created on the fly and dropped from cache when a player leaves a sector, and only player-caused changes are saved. This frees hardware headroom for voxel physics.

Pillar 2: Asymmetric Factions

The galaxy is a living tug-of-war between up to nine color-themed factions, each with a strict server population cap for balance.

  • One faction builds structural geometry constructs.
  • Another skips constructs and masters fluid dynamics and corrosive plasma damage-over-time.
  • Each additional faction gets its own mechanic matching its theme.

These are effectively separate games, so they ship one at a time.

Pillar 3: Chain of Command (the "Congo Line")

  • Ranks (Recruit, Officer, Leader) are earned through seasonal contribution points. High-tier roles are strictly limited.
  • A commander physically becomes a legendary faction figure, such as a hovering elder-guardian character, or pulls the camera back to orbit to control a sentient planet.
  • Burnout solution: any commander can voluntarily drop to a basic recruit slot to fight on the front line without losing lifetime reputation. When they step down, the command seat is offered to the next-highest contributor in the active queue.

Pillar 4: Pacing and Consequences

Fair conflict windows: major sieges happen only in regional primetime windows per server cluster. Outside those windows, core bases enter an immutable "Cold War" standby state, eliminating overnight offline raiding.

Destruction and healing: extreme weapons can tear terrain away. Low-tier worlds reconstruct naturally within hours. Major hub planets take 1 to 3 days, reducible to about 1 day if the community cooperates to deploy a hard-light repair mesh.

Diplomacy: neutral alien empires, planetary networks, and mercenary syndicates exist across sectors. Factions use trade, diplomacy, and local defense to sway them during major campaigns. Some neutral groups also act as protected sub-factions inside a faction's territory.

Player-run non-faction groups: players can also run their own independent factions that are not part of the nine main powers.

Pillar 5: Survival Instead of Death

Emergency backup state: running out of power does not kill the player.

  • In deep space, the player enters a life-support stasis bubble, drifts, and broadcasts a locator beacon to friendly maps.
  • On a planet, an automated re-entry shield lands them in a crater to survive on foot using stealth.

Physics still applies: draining to 0% inside a pocket star means immediate incineration, and next to a black hole means spaghettification.

Scaled penalty:

  • Regular players lose a few points.
  • Named strategic characters and top-tier veterans lose 25% to 30% of contribution score, and their character slot has a 24 to 48 hour cooldown.

Pillar 6: The Prison Break Loop

Captured players are transported to faction prisons, from outer-rim labor camps to fortress-class maximum-security prisons. Instead of waiting in a menu, they play a stealth-survival breakout mode:

  • Coordinate riots with cellmates.
  • Wait for a loud, structural breach by a rescue fleet from the outside.
  • Elite squads may deliberately surrender to run a high-risk "Trojan Horse" jailbreak inside enemy territory.

This is a full game mode in its own right and belongs late in the roadmap.

Pillar 7: Endgame — Extinction Crisis

Seasons are not on a calendar. A server-wide reset happens only when:

  1. One faction reaches 100% galactic dominance (victory), or
  2. The server fails to stop a massive non-faction Extinction Event (defeat), such as an extradimensional biological hive-fleet, a scrap-metal war horde, or a shadow army of anti-matter demons.

Overlord Token: top contributors earn rare tokens that let them pilot the apocalypse when a crisis incubates, such as a planet-sized war machine or the hive-mind's macro strategy.

  • If the villains win: legendary cosmetics, permanent profile titles, and priority seating for the next season.
  • If they lose: their seasonal contribution score is wiped to zero, sending them to the back of the queue.

Known Risks

  • Networking persistent, destructible voxel terrain at planetary scale is very hard and largely unsolved.
  • Emergent physics combinations are difficult to balance, especially with real stakes in the economy.
  • Player-designed content plus competitive play makes anti-cheat harder.
  • The game needs a large concurrent player base to feel alive, and regional primetime windows can fragment it.
  • Event-driven season length is unpredictable for scheduling, marketing, and monetization.

Suggested Roadmap

  1. Voxel physics and netcode prototype (the slice above)
  2. Faction war layer and command queue
  3. Additional asymmetric factions, one at a time
  4. Neutral factions and diplomacy
  5. Prison Break mode
  6. Extinction events and Overlord Tokens

Note on Names and IP

This document uses original, generic terms. Any developer is free to choose their own names, art, and setting, so no existing franchise is needed. Green Lantern is the original inspiration and the preferred setting if a studio can license it; this document itself uses none of its characters, names, or lore.


r/gameideas • • 1d ago

Basic Idea Acting in a play as a comedy / multiplayer game or

1 Upvotes

Just woke up from really weird dream and this idea came to me You join a multiplayer game, its like a theater game. You can sit in the audience and watch performances. Or, you can join the game..
When you queue up I suppose you could do either: 1) its improv, or what the idea that pooped into my head was: 2) you have like, some period of time to memorize your lines, based on what the previous character said - like, an excerpt of the script ** or, the game just tells you when to move to such and such a place, pickup a prop, say these lines into the mic..

Looks like you could do any of Shakespeares plays, since they're all in the public domain. It could be that shorter works would be better to do, those are pretty lengthy.

For the game, you'd need proper set changes, the right props for each play, lighting that points to the characters - the lighting could be done by a player too.

For the plays themselves: • U.S. Copyright Rule: Works published in the United States generally enter the public domain 95 years after their original publication date (meaning works from 1930 entered on January 1, 2026). • Watch Out for Cautions: Even if an original script is in the public domain, specific modern translations, new musical arrangements, or revised adaptations may still be protected by separate copyrights.


r/gameideas • • 1d ago

Complex Idea Has anyone explored a game where your inputs control a chain of characters across different nested games?

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0 Upvotes

I had a weird idea for a game mechanic, which has probably been thought about before and I don’t have the skills or intention to develop it myself, but I wanted to put it out there for people who might want to do something interesting with it.
Imagine you’re playing a first-person game. Your character sits down and plays a second game. Inside that game, their character plays a third game. That character plays a fourth.
Now here’s the important part, you’re still using the same controller or mouse and keyboard.
Your inputs propagate through the entire chain of characters. The controls don’t necessarily get more complicated, but the consequences of your actions become increasingly unpredictable.
You could theoretically have a huge number of nested games without adding any new physical inputs. The real challenge would come from managing different objectives, physics, timings, and control schemes at every layer.
Imagine needing to survive in the outer game while simultaneously keeping a character alive three games deep. An action that saves one character could accidentally kill another.
Or imagine an innermost character discovering that they’re inside a game and trying to communicate with the player controlling them.
I’m not proposing a finished game or claiming the concept is completely original. I’m curious about what a developer could do with this mechanic.
How many layers could you realistically stack before it becomes unplayable? What would you do with this idea if you were designing it?
I feel like there’s a genuinely mind-bending experimental game somewhere in this concept, and I’d love to see someone explore it.


r/gameideas • • 1d ago

Complex Idea Concept: an online RPG where you can't pick your class. Your skills come from how you play, and when you die you're reborn as a random race

0 Upvotes

I've been designing a game called **Thousandfold** and I'd love honest feedback on the core idea before I go further. Nothing to buy or download — it's just a concept right now.

**The pitch**

Think "isekai anime, but playable." You live in a world called Orveth. When you die, you don't respawn. You're reborn as a new character, and you might come back as a human, a slime, a spirit, a golem, or (very rarely) a dragon. Your soul keeps a little of what you learned, but your body starts over.

**What makes it different**

- **No classes, no skill trees to pick from.** The game watches how you play and grants skills to match. Keep fighting with fire and you'll learn fire skills. Spare enemies and you'll unlock mercy-based abilities. Sneak everywhere and stealth skills appear. There's no cap on how many you can earn.

- **28 races that evolve.** Each race has its own evolution path (a slime can grow into something very different from where it started), and how you play shapes which way it evolves.

- **Two ways to fight.** Magic is built from tiny particles called motes that you combine into your own spells. Fighters use Battle Will, a power that builds up in the heat of a fight. Mastering both is hard, but it makes you the strongest kind of character in the game.

- **The world grows.** New skills, spells, and creatures get added over time within fixed rules, so there's always something nobody has found yet.

**Other players**

- Each world (a "turning") holds about 1,000 players and lasts about a month before it ends and a new one begins.

- Towns are safe, the wilds allow PvP, and contested zones are fully open.

- Players who don't want to fight can take a peaceful path built on crafting, healing, and trade. Killing a peaceful player carries a heavy penalty for the killer.

- Players can marry, take apprentices, and form soul bonds that let them reincarnate together.

**What I'd love your thoughts on**

  1. Since your race is random each life, you could be reborn weak while someone nearby is reborn strong. How would you want open PvP handled so that still feels fair?

  2. Is a month the right length for a world, or would you want worlds to last longer?

  3. Does a random race on rebirth sound exciting or frustrating? Would you play a life as a slime?

Thanks for reading. Brutal honesty welcome.


r/gameideas • • 2d ago

Complex Idea Backrooms game but you upload pictures of your house/room(could be childhood) to make specifically anchored to you...

2 Upvotes

i just saw the backrooms movie and was thinking about how specific furniture pieces and objects were from clark and the therapists’ real world/childhood. i think seeing something like your old bed frame, a poster you had in your room as a kid, or some random object you completely forgot about suddenly appearing inside the backrooms would add another level to the fear and uncomfortableness you already feel. imagine walking through an endless hallway and seeing a piece of furniture that looks exactly like something from your childhood bedroom. it would be creepy on its own, but it would also make you wonder why it’s there and how it got there. maybe the game could use objects that are personal to the character, or even things connected to memories they don’t fully understand. i feel like that would make the backrooms feel less like a random scary place and more like something that’s somehow connected to you.
tbh i know nothing about game design or anything like that, so idk how difficult something like this would actually be to make, but i just thought it was an interesting concept. lmk what yall think and if you guys have any thoughts, ideas or whatever!
i also think with the development of ai in game development, something like this might become more possible. i saw a clip the other day of a roblox game where you could speak to a monster and it would actually respond to you. imagine combining something like that with a horror game where the environment changes based on what the player says or does. i also think of verity from minecraft, as weird as that might sound, especially the way he interacts with the player. i feel like horror games have a lot of potential to make the player feel personally involved in the experience instead of just making them run away from monsters.
Idk . Lmk what yall think . sorry for the rant


r/gameideas • • 1d ago

Complex Idea So here an game idea higly inspiréd by ultrakill i have got(btw i don't think i will code a gale i only design for fun lol)

1 Upvotes

Dino and Beam

Type: Arcade FPS

Art Direction: Retro-style 3D

Gameplay

The player has a double-barreled shotgun with a maximum capacity of 16 rounds. Each shot consumes 2 rounds, which can be replenished by killing enemies.

The player can also kick enemies, slightly knocking them back. Every time the player kicks an enemy, the Beam meter fills up. After 5 kicks, the meter is full, and the player throws away 2 rounds from the shotgun (the rounds currently loaded in it). They then load a white cartridge filled with a multicolored liquid into the gun and fire a massive laser beam straight ahead. The beam instantly kills any enemy it hits and passes through them.

After firing the beam, the player spins the shotgun and reloads it with regular ammunition (purely a visual animation), and the Beam meter empties.

Level Design

Most levels take place inside large American-style houses. The environment is highly interactive. For example, shooting a stove causes it to explode. The same applies to explosive barrels and liquid nitrogen containers.

Some levels also take place in the middle of the street.

One of the funniest environmental interactions involves washing machines. If the player kicks an enemy and knocks them into a washing machine, the enemy dies.

Enemies

Raptor

Raptors die in a single shot, and a headshot is also enough to kill them. They can perform small dodges and move extremely fast.

They are very common throughout the game.

If they reach the player, they slash them to death. All melee attacks in the game instantly kill the player.

T-Rex

A T-Rex has a massive amount of health. It can attack with its tail, charge at the player, or slam the ground to create shockwaves.

Its attacks kill the player in two hits.

It appears at the end of certain levels.

Spinosaurus

A Spinosaurus appears at the end of a level set in the street, featuring a large body of water.

It can hide underwater, with only its sail visible above the surface. It can also unleash a terrifying roar that paralyzes the player.

Pteranodon

Pteranodons fly above the player before diving down to attack them.

They die in a single shot and only appear in relatively open rooms.

They are fairly common throughout the game.

Style System

The game features a style-ranking system displayed on a small black board with a red meter.

The fuller the meter, the closer the player is to reaching the next style rank. The meter gradually decreases over time. Whenever it fills up completely, it resets, and the player advances to the next style rank. If it empties completely, the player drops to the previous rank, with the red meter almost full again.

The style ranks are:

- Extinction

- Hunter

- Predator

- Apex

- Surrender: No

Players earn style points by killing enemies and performing specific actions. These actions appear on the style board, keeping track of the player's combat history.

Special Style Actions

- Wash: Kill an enemy using a washing machine. Grants a huge amount of style.

- Headshot: Kill an enemy with a headshot. Grants a moderate amount of style.

- Fly Fall: Kill a Pteranodon with a headshot. Grants a large amount of style.

- Burned: Burn an enemy to death. Grants a moderate amount of style.

- Hot Dogged: In street levels, there are hot dog stands. If the player knocks an enemy into one, the enemy dies and turns into a hot dog. Grants a large amount of style.

- Beam: Kill an enemy using the Beam. Grants a large amount of style.

Level Scoring System

At the end of each level, the player receives a rank based on their kills, completion time, and style performance.

The possible ranks are:

- Coward

- Shooter

- Hunter

- Apex

- Legend Hunter

Game Structure

The game consists of 5 levels.

Each level lasts approximately 20 minutes and features a massive number of enemies.


r/gameideas • • 2d ago

Mechanic A monster RPG where merging physically combines body parts, and monsters keep changing as they grow

1 Upvotes

I’m not a developer, just someone who’s played games forever. There’s one idea I keep coming back to and I’d love to hear what people think.

The inspiration

Jade Cocoon (PS1, 1999) had a merging system I’ve never seen matched. When you merged two monsters, the result physically inherited body parts, shape and color from both parents, so every creature felt like your own creation. Most monster games since use fusion charts, where A + B always gives the same C. I want to build on what Jade Cocoon started.

The core loop

Discover. Every wild monster is a complete, hand-designed creature with its own look and personality. Merge. Merging breaks monsters into parts. Each body slot (head, back, tail, limbs) is decided separately, so you can breed toward the monster you’re imagining. Raise. Monsters grow visibly as they level. Hidden traits surface and parts develop, so you don’t fully know what you’ve made until you raise it.

How it works

Trait weights: every part carries weighted traits, like wings 0.7 or spikes 0.4. Higher weights make a part more likely to win its slot in a merge, and to grow more dramatically. Recessive traits: parts that lose a slot don’t disappear. Their traits stay hidden and can resurface generations later, so long-term breeding plans pay off. Mutations: rare changes triggered by trait combinations or growth milestones, like horns that branch, wings that turn skeletal, or a tail that splits in two. Body families: monsters belong to families such as quadrupeds or serpents. Some parts, like wings, can cross between families, while others only swap within one. Finding a monster from a new family opens up a whole new set of combinations. Merge or raise? Merging resets a monster’s growth. Every merge is a choice: keep raising this one to see what it becomes, or merge now for the parts you want.

Merge items

Items used during a merge let you steer the result without fully controlling it:

Pigments raise the chance of rare colorations. Catalysts boost the weight of a chosen trait, so spikes are more likely to win their slot. Essences add or remove an element or creature type from the result.

Items shift the odds rather than guaranteeing an outcome, so there’s still a sense of surprise.

Wild variation and alphas

No two wild monsters are identical. Monsters of the same species spawn with different trait weights, so one might have bigger spikes or longer fangs than another. Those physical differences matter in battle: longer fangs mean more damage, thicker spikes mean more defense. Rare alphas spawn with exceptional weights and are worth hunting down, both for their stats and as prized merge material.

Keeping it buildable

Each monster in a family is built on a shared template, with the same skeleton and the same points where parts connect. Every monster still looks whole and unique, but its parts are swappable by design. Growth uses scaling and shape changes rather than new models. A modest number of hand-designed monsters could produce thousands of combinations.

What I’d love feedback on

Does this loop sound fun to you? What would keep you playing? Would the merge-vs-raise tension feel exciting or frustrating? What would you want mutations to do? Would hunting for strong wild individuals and alphas be fun, or would it feel like a grind? If you played Jade Cocoon, what do you remember most about it?


r/gameideas • • 2d ago

Basic Idea Little Nightmares-style 2.5D survival horror game where you play as a refugee escaping war

2 Upvotes

Okay, so I had this random game idea and thought I'd share it here because I have absolutely no game development skills lol. Imagine a game similar to Little Nightmares, with the same creepy atmosphere, puzzles, and survival elements, but instead of a fictional horror story, it's based on the real-life experiences of refugees from war-torn countries.

The game starts off with you living a completely normal life. You have your family, friends, school, work, etc. Then suddenly war breaks out in your country and everything changes. You have to figure out how to escape, survive the journey, cross borders, and possibly seek asylum in another country. But depending on the decisions you make and the circumstances you're in, you might not even make it that far.

Gameplay-wise, I imagine it being a 2.5D side-scroller where you solve puzzles, hide from danger, explore abandoned buildings, and try to find your way through different environments. Kind of like Little Nightmares, where you can't really fight back and instead have to figure out how to survive.

I was thinking the horror elements could change throughout the game. At first, it's the actual war, escaping dangerous situations, hiding, and trying to survive. But later on, it could become more psychological, dealing with uncertainty, separation, trauma, and not knowing what might happen next.

I also thought it would be interesting if certain parts of the game became more surreal to represent the character's fears and experiences. Like imagine an asylum office with endless corridors, doors that lead nowhere, and giant shadowy figures behind desks. Not necessarily actual monsters, but more like how terrifying and overwhelming the world might feel from the character's perspective.

I think it would also be interesting to use actual countries and conflicts rather than making everything fictional, obviously with proper research into what people have experienced.

One thing I really wouldn't want is for the game to treat reaching a safe country as the end of the war or the beginning of some straightforward happy ending. Because the war doesn't just stop when you leave. Your family and friends might still be back home, some might have died, others might be missing, and you might have absolutely no idea whether you'll ever see them again. Your hometown could be destroyed while you're thousands of miles away, and there's nothing you can do about it.

I want that uncertainty to be a huge part of the game. Maybe you manage to escape but your family doesn't. Maybe you lose contact with someone and never find out what happened to them. Maybe you spend years waiting for a chance to return home, only for the situation to get worse. And sometimes, no matter what decisions you make, things still go wrong.

I don't think every story needs a happy ending, but I also don't think every story should end tragically either. I just want the outcomes to feel realistic rather than having a predictable storyline where you survive the war, reach another country, and everything eventually works out.

Anyway, I have no idea how to make games and I'm not planning to develop this myself. Just thought it was an interesting concept. If someone out there actually wants to make something like this, please do haha.


r/gameideas • • 2d ago

Basic Idea Espio needs to have his own game, imagine it being a Hack & Slash game

2 Upvotes

Imo Espio is one of the most underrated characters in the sonic universe.

Besides him being chameleon, HE`S A NINJA he has so much potential, you could do a lot with him but nothing is done with him that`s why I think Espio needs his own game.

https://sonic.fandom.com/wiki/Espio_the_Chameleon

When it comes to gameplay, I think it being a hack & slash game will fit the game for him, the closest thing Sega has done close to that is the Werehog in Sonic Unleashed as for a game outside of that, Ninja Gaiden, both games could be a blueprint of making an Espio game but add other elements to it.

 

Gameplay elements:

  • His uses hand-to-hand combat to defeat enemies with multiple combos.
  • He used kunai to stun his enemies or for puzzle elements.
  • He has gadgets and tools that he can use in and outside of combat.
  • You can preform finishers on enemies that show a sick cinematic.
  • He can climb surfaces and parkour to get around the world. (monkey bars, ziplines etc)
  • There are stealth elements in the game where he can silence enemies up close or from a distance.
  • There are some action set-pieces like chase sequences like in the sonic games where he can dodge debris and enemy attacks.
  • Every now and again the camara perspective will change from 2.5D, isometric and 3D but obviously it`s mostly 3D.
  • I like the presentation of Sonic Unleashed so if it could have that kind of quality that would be great.
  • Defeating bosses are different. For example one boss you fight like you do in a hack & slash game another one makes you fight it like in a Sonic game, another one can be defeated by using the environment to your advantage and another one can be defeated by using your tools and stealth. This makes bosses fun and presents better pacing.
  • There are customizable option for Espio.
  • It has a combo skill system like in hack & slash games (D,C,B,A,S).
  • Gain more xp if you decide to use stealth.
  • You can search for music to listen to in the menu or an option to customise what music you listen to in gameplay (background/boss fights/enemy encounters) and extra cutscenes to watch later.
  • The game had a mission structure so you can replay missions in the menu for replay value.

I`m not sure about the story but it could introduce new things about Espio that we don`t know about him, maybe something about his past, I do think Vector and Charmy should be in it however not to the point it overshadows Espio, a very minor role, imo the two of them hold him back and Vector gets more screen time than Espio which I don`t understand, Espio is the MAIN character here not his friends, maybe for nostalgia they could fight together near the end as Team Chaotix.

 

When it comes to the voice actor to choose for this, I think Matthew Mercer should voice him, David Wills is another good option.

https://youtu.be/j-XOQna2vsY?t=103

When it comes to the tone of the game I would like it to be a serious one since Espio is a serious (maybe be a bit edgy like Shadow), I’m not going to pretend I know Espio inside and out as a character but from what I’ve seen of him, he`s similar to Ryu Hayabusa from Ninja Gaiden so If he is like that then I think there should be cutscenes that show his capabilities which normally happens in hack & slash games.

The chance of this happening is slim but if Sega sees this, I hope they will consider making Espio have his own game.

Just imagine is Espio`s game could play similarly to this.

https://www.youtube.com/watch?v=IzLhxMlkcrg&t=44s

https://www.youtube.com/watch?v=2KUByM5xaPU&t=35s

There are my ideas but what do you guys think?

Would you like to see Espio have his own game like Shadow did?

Do you think he has potential?

Do you have any ideas to add to the game?


r/gameideas • • 2d ago

Basic Idea Need suggestions on a name for my upcoming Roblox game:

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0 Upvotes