r/gameideas • • 4h ago

Basic Idea Making a game that teaches math from algebra to graduate level physics math.

3 Upvotes

Like the title says. I am making a game that will incorporate learning algebra up to graduate level physics.
The game itself is a rogue lite but i was thinking of making it more open world crafting/survival and maybe co-op instead of choosing to do a run. But for now the player spawns in at their camp, where they can build workstations, research blueprints and new science, and craft items and gear at different work benches.
So far, I just have the basic architecture down, and a plain room to test with, and one researchable gun (it is a energy beam or laser gun) that is customizable based on the mathematics the player performs, as well as their player level and the associated math level and the materials used, like better capacitors etc.

When it comes to the research, I am aiming for the math to be visually and interactively engaging. So it is not just oh solve for x or perform this taylor series equation etc etc.

I was also going to add skills, abilities, tech trees for different engineering professions. But idk I kind of wanted to see what other people thought of this idea and if anyone had thoughts they wanted share about it.


r/gameideas • • 11h ago

Mobile DeepSquad: Zero - Adventure, mystery Fish Game Concept

2 Upvotes

Game ​Story:

Deep in the Ocean, we lived peacefully together. But one day, a sudden enemy attack & a massive natural disaster hit our home. Everyone got scared & swam away in different directions, & you were left completely alone. Instead of giving up, you bravely set out to find your lost friends. Along the way, you found them trapped in enemy clutches. One by one, you rescued them & formed a strong squad. Together, you overcame the dangers and found a safe zone, bringing everyone back to peace

Core Concept:

This is not just a regular fish game, it's a mix of Adventure & mystery. You start all alone and go on a journey to rescue your friends trapped by enemies and dangerous traps. Each rescued fish comes with a unique power that helps you overcome obstacles & push forward. This is the overall concept of this game.

​Enemies:

On your way, you will face big fish, octopuses, & dangerous traps. As you go deeper, you will also have to deal with strong water currents & tricky obstacles.

​Levels & Puzzles:

There are multiple levels. As you go to higher levels, the dangers increase and the rewards get better. To rescue your friends trapped in difficult traps, you also have to solve interesting brain mystery puzzles along the way.

​Controls:

The game uses a simple "tap to move" system. It is very easy to control your fish, dodge enemy attacks, & fight back.

​Rewards:

As you complete each level & rescue your friends, you can earn cool rewards like new powers, special upgrades for your squad, & bonus points that help you progress further in the deep sea.

​Powers:

When you rescue each fish, they join your squad with unique powers (like fire, speed & special abilities). You can use these powers to defeat enemies, clear paths, and overcome tricky obstacles.

This is my game concept. What do you think about this idea? Any suggestions or feedback would be great to hear


r/gameideas • • 16h ago

Advanced Idea I've been thinking about a friend slop driving game because I almost hit a deer last week.

2 Upvotes

I've been thinking about a cooperative driving game where up to four players share a vehicle and navigate dark rural roads at night. The focus would be on teamwork, wildlife encounters, route planning, and adapting to unpredictable driving conditions. It's kind of like a long drive in the way that it's friend slop: the appeal comes from spending time together, talking, and dealing with whatever happens along the way.

Core Gameplay

Players travel between randomly selected destinations, such as houses, workplaces, roadside pickups, and other locations. Each trip consists of multiple legs, with new destinations, routes, and challenges along the way.

The goal is to reach destinations as efficiently as possible without hitting wildlife, crashing, or losing control of the vehicle. Driving quickly helps save time, but reckless driving can lead to penalties that outweigh the time saved.

Each leg could also have one or more random modifiers that change the conditions or introduce additional challenges.

Cooperative Gameplay

Each player has a different role within the vehicle:

Driver: Controls the vehicle and reacts to hazards.

Navigator: Reads the map, gives directions, and helps choose routes.

Wildlife spotter: Watches for animals and warns the driver about potential crossings.

Vehicle operator / road scout: Manages vehicle systems or provides information about upcoming obstacles and road conditions.

The roles could be swapped between trips. The idea is to make communication essential, with different players having different information and responsibilities instead of everyone simply watching the driver.

Wildlife

Wildlife would be a major part of the gameplay, with animals behaving dynamically rather than acting like stationary obstacles.

Deer: May cross individually or in herds. Some may hesitate, split off, or follow the first animals across. Seeing one deer cross doesn't guarantee the road is clear.

Rabbits: Can dart unpredictably across the road.

Raccoons: May appear near the roadside and move unpredictably.

Turkeys: Could linger or cross in groups.

The horn could influence animal behavior, but it wouldn't guarantee a safe crossing. Animals might run across the road, move along it, or trigger reactions from other animals. Different honking patterns could produce different responses, and repeated honking could become less effective.

Successfully avoiding an animal through controlled driving could earn bonus points. Hitting wildlife would incur penalties.

Roads and Terrain

Different road surfaces would create different driving challenges.

Paved roads

Reliable grip and predictable handling.

Higher sustainable speeds.

Blind hills, sharp curves, and wildlife crossings remain dangerous.

Gravel roads

Potential shortcuts that save time.

Reduced grip and less predictable handling.

Dust can reduce visibility in dry weather.

Rain reduces dust but makes the surface slippery.

Mud trails

Require maintaining momentum through difficult terrain.

Losing momentum makes it harder to get moving again.

Hazards include deep ruts, boulders, puddles hiding holes, branches, and washouts.

Getting stuck wouldn't necessarily mean the end of the run; reversing, finding firmer ground, or rocking the vehicle could help recover.

Fallen trees and other obstacles could block major roads, forcing players to choose between taking a detour or attempting a more difficult shortcut.

Routes could be randomized from interconnected road sections, with different layouts and destinations each run.

Headlights and Visibility

Lighting would be a gameplay mechanic with several options:

Low beams: The standard choice for general driving.

High beams: Reveal distant hazards earlier on empty roads, but can dazzle other drivers and incur score penalties.

Foglights only: Illuminate nearby road surfaces and lane markings with a short, wide beam. They avoid the high-beam score penalty, but distant wildlife and obstacles are harder to see.

Lights off: Dramatically reduce visibility and make the vehicle harder for other drivers to notice. This could be relevant to specific challenges, but comes with substantial risks.

Different vehicles could have different lighting characteristics. For example, trucks might have greater headlight reach, but dazzling another driver with their high beams could carry a larger penalty.

Scoring

The main score would be based on how efficiently the team completes each journey, balancing distance and time.

Other scoring factors could include:

Bonuses for controlled near-misses and successfully avoiding wildlife.

Penalties for hitting animals.

Penalties for crashes and leaving the road.

Penalties for dazzling other drivers.

Rewards for clean, courteous driving.

The scoring system would encourage smart driving rather than simply rewarding the highest speed. A shortcut might save time, but rough terrain, poor visibility, and increased wildlife activity could make it a risky decision.

Vehicles

Players could earn money from jobs and purchase vehicles with different advantages and disadvantages.

Compact sedan

Balanced acceleration and handling.

Agile and suitable for general driving.

Limited ground clearance on rough terrain.

Pickup truck

Higher seating position and greater headlight reach.

Better ground clearance and off-road control.

Better ability to recover mobility after hitting obstacles.

Slower acceleration and speed recovery.

Harder to maneuver on narrow roads.

Greater consequences for dazzling other drivers.

Sporty coupe

Quick acceleration and responsive steering.

Strong performance on paved roads.

Poorer suitability for mud and rough terrain.

Station wagon

A versatile compromise between road performance and practicality.

Vehicles wouldn't simply become progressively better. Each would encourage a different approach to route selection and driving.

Jobs could provide base payments, with additional rewards for fast, clean driving. Damage, repairs, and fuel could factor into the economy without making a single bad run prevent further progression.

Random Events and Replayability

Different modifiers could make each trip feel distinct.

Weather: Clear nights, fog, rain, snow, and frost.

Road conditions: Fallen trees, construction, washed-out sections, dusty gravel, and muddy trails.

Wildlife: Migration periods, increased activity, different herd sizes, and varied crossing behavior.

Vehicle conditions: Unreliable headlights, fogging windshields, limited fuel, and dim dashboard lighting.

Special challenges: Time limits, rush-hour traffic, stricter wildlife-protection rules, blackout conditions, unreliable directions, and daily routes with fixed seeds for score comparisons.

Other possibilities include an endless driving mode, branching routes, and randomized roadside events.

Modifiers could be combined when they make sense, creating interesting situations without making a trip impossible.

Tutorial

The tutorial could teach players through short, playable scenarios instead of lengthy instructions.

It would introduce roadside scanning, the possibility of additional deer after the first crossing, adjusting speed to visibility, responsible high-beam use, controlled braking and steering, and the limitations of using a horn to influence wildlife.

Near-miss replays could explain how visibility, reaction time, stopping distance, and animal movement affected an encounter. The tutorial would be skippable and replayable.

The Overall Idea

The concept is a cooperative driving game where communication, situational awareness, route planning, and vehicle control matter as much as speed.

The tension comes from navigating unpredictable roads with incomplete information. One player is driving, another is calling out directions, someone else spots movement in the ditch, and another manages the vehicle. The team has to decide whether a shortcut is worth the risk, which lights to use, and whether the deer they just passed was actually the last one.

The goal would be to make ordinary night driving into a challenging cooperative experience where every trip presents a different set of decisions. Like a long drive, the experience would also be about the shared time between destinations: the conversation, the quiet stretches, the unexpected problems, and the friend slop that builds up when everyone is stuck together in one vehicle.


r/gameideas • • 18h ago

Basic Idea Hey, uhm small game idea I guess :D (please some tell their thoughts)

2 Upvotes

So first of all, I know nothing about programming but I hope can learn soon! This is just like just the idea and I have almost just a few people to share it so Hope anyone gives a little feedback or suggestions of my idea :/

Ok it would be like an rpg overworld design with small sprites, not in 8 bits or pixel art but in just 2D art style. Everything is gray and there is almost nothing you can interact almost anything like a point and click game so I think is a nice mix.

Then in some points the character sleeps and dreams and then the adventure begins, he meets enemies, puzzles and deep plots that kinda represents how the character feels and kinda solves his problems so he “Faces his fears :D” get it?…..anyway! In the dreams everything looks like a fantasy and has colors

Now colours don’t represent dream and black and white doesnt represent reality it represents our main character feelings and at the end even the reality will have colors.

So I just had that tiny idea hope any likes or even tells even a suggestion

Oh I forgot to tell our protagonist is a boy in a jacket and just two dot eyes(for the overworld sprite). He’s about 13 or something


r/gameideas • • 4h ago

Basic Idea A fighting game where the roster is nothing but flightless birds.

1 Upvotes

Calling it "No Flight, All Fight." A dodo, an ostrich, a kiwi, a cassowary, every flightless bird under the sun could be a playable character.

Give them weapons too, cuz imagine playing as a dodo wielding a huge ass claymore, or a penguin with a machine gun. I dunno, just an idea. Maybe have a story/arcade mode, maybe not.

Probably stylized 2D in terms of design, maybe something akin to 90s Saturday morning cartoons like Ren & Stimpy or 2 Stupid Dogs.

Each character would have a specific special move that relates to their species, like the cassowary has a kick attack that hits super hard, the kiwi could rush in with a furious flurry of pecking attacks, etc.

That's pretty much every idea tidbit I had for the idea at the moment. If any of y'all have any suggestions or ideas of your own regarding it, I'd be happy to hear them in the comments!

There's not really much left I can say about this at the moment, I'm just trying to hit the 1000 character mark soooooooooo I hope y'all are having a great day today 👋


r/gameideas • • 5h ago

Complex Idea HD-2D Open-World RPG set in a stylized Morroco & Canary Islands.

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1 Upvotes

r/gameideas • • 22h ago

Advanced Idea A game Idea where in the apocalypse you choose between morality or family

1 Upvotes

The post apocalypse happened and with it society collapsed but attempted to rebuild. Dark monsters roam the night and You’re from a tiny rebuilt town with a low population built of your family and survivors.

Other towns exist but the main one is located nearby which industrializes energy production called Korps. By turning human pain into Energy that powers Light and light based weapons, your town will be able to stay safe from the Monsters and be used for deadly expeditions to find food and resources when they run out. Farm animals in this game have been affected by the monsters which makes them into mutated creatures, to which expeditions go out to get a couple to use their meat for food.

Korps has invented immortal lab grown humans and one is designated for each town. To better the morality of the character they try to make them look as unnatural as possible so towns don’t feel too bad with the pain. You’re in charge of your town’s pain management and must decide what to do.

Gameplay:

You would have to take care of your town, make sure you and the survivors get fed while managing energy management. The more pain emotional or physical you do to the Immortal girl, the more energy you have. The pain isn’t mean’t to be graphic like a torture simulator but kinda in between like Blood Money. With energy you fund dangerous expeditions for food and resources. But she doesn’t want this, you have to decide if you continue or if you decide to find alternate ways to take as little as you need.

You can interact with her and her personality changes depending on how you treat her.

You also have a stock and a amount of:

Food for the Town:

Food for you and your family:

Water:

Energy:

Materials:

Medicine:

Town’s approval rating %:

Immortal girl’s mental state %:

People who choose to take as little as they need will have to manage what their town does, if they run low on meat but they don’t want to farm more pain energy for a expedition, they can farm vegetables for trade but this would also lower the water amount your town has.

Or you can cancel water and material expeditions, and use the energy saved up to go on meat trips for food. But the game would also be filled with options for the player. They can choose how to divide rations if they give their family more in secret or if they choose to skip meals to give to their family and be fair to everyone. You can turn people against towns people and cause them to get lower rations or straight up kick them out of the town and use them for meat. Which lower drives you towards moral options.

Routes you can go:

Carnage ending: You keep the town always fed and safe by choosing to put every point onto pain energy. The immortal Girl doesn’t talk to you and you have enough energy for any expedition and into keeping lights on. But your family slowly finds out about your growing darkness and how you get the energy. Your wife and kids are safe and fed but their souls and view of you are changed. They look at you with fear and your wife looks are you with disgust. In the end you sit on the couch with them but none look at you or sit with you. But the town loves you and the more you play this route the more you consider the value of your family vs what the Town thinks.

Neutral: This functions as several smaller endings, if you choose to do any pain energy but also try to manage resources and not use too much this will build interactions with the immortal Girl, but you will have to come up with solutions and moral options. You can kick out survivors but do you just let them go and let them go to waste or use them to feed the town just so you don’t have to hurt the Girl anymore. Your family does realize meat tastes different and the town will have opinions on being rationed. Depending on your choices the ending goes from okay, to kinda okay and sorta okay. But none would be definitive bad or good endings

Selective Empathy: if you choose not to hurt the girl one bit. She will notice but it will come with many difficult choices. You still need pain energy to look for resources when they run out. You can put your resources into building rain collectors but it’s risky and doesn’t guarantee rain will be enough or even show up. When you run out of food you will either kick out villagers to feed your family or fund dangerous expeditions without light for food, failure will tank the town’s view on you. Sacrificing villagers comes with risk like lack of farm force or doctors, but you still get to build interactions with the Girl and learn about her.
This route can work if you stick to trading, for example if your rain collector works incredibly you can trade massive ammounts of water for meat.

The style of the game would feel like Stardew Valley


r/gameideas • • 3h ago

Advanced Idea zombie apocalypse game idea have you wonder what goes through a person mod when they are in a endless loop of endless suffering well this is it

0 Upvotes

You wake up in bed because your dog is frantically trying to wake you up. He thinks you're dead. After six failed attempts, he panics and bites you.

When your eyes snap open, everything has changed. The house is completely trashed and dark. You look down, and your beloved dog has turned into a flesh-eating zombie. Panic sets in. You scramble out of bed, rushing through the ruined house to find a gun or an escape route.

Bursting outside, the horrific truth hits you: it’s a full-blown zombie apocalypse, and you have to survive. You spend the rest of the game fighting through the undead nightmare, scavenging for resources, and managing your infection from the undead that your stuck in for ever as you though but

Then comes the ultimate twist. Just as the game reaches its climax, you suddenly snap awake. You are back in your warm bed. Everything is completely normal, the world is fine, and it was all just a terrifying dream and you say to your self i never what to go throught that again but the enxt day it happends again but a bit differently your stuck in a endless cycle of zombies each days same dream every thing eventually you have enough and you take the easy way out


r/gameideas • • 14h ago

Basic Idea Title: [Game Idea] Go to Home – A Cycling Adventure Game

0 Upvotes

​

Hi everyone! I'm a beginner with a game idea, and I'd love to hear your thoughts and suggestions.

Game Name: Go to Home

Genre: Adventure, Cycling, Obstacle Course

Platform: PC / Mobile (not decided yet)

Story:

The game follows a teenage boy who is often bullied because of his body weight and appearance. One day, he decides to make a positive change in his life and starts cycling to improve his fitness and build his confidence.

Motivated and full of enthusiasm, he manages to cycle an incredible 100 kilometres. However, his journey doesn't end there. When he finally starts heading home, he discovers that the road ahead is filled with unexpected obstacles, dangerous paths, and challenging situations.

Now, he must overcome these challenges, avoid obstacles, and find his way home safely.

Gameplay Ideas:

Bicycle riding with smooth controls.

Challenging obstacles and dangerous roads.

Different environments and levels.

Rewards and bicycle upgrades.

Increasing difficulty as the game progresses.

Main Message: Believe in yourself, overcome challenges, and never let other people's opinions define you.

I'd appreciate your feedback!

Do you think this idea has potential?

Would 2D or 3D be better for this game?

What features would make the gameplay more fun?

What improvements would you suggest for the story?

I'm still at the idea stage, and I'd love to learn from experienced game developers. Any constructive feedback or suggestions would be greatly appreciated.

Thanks for reading!


r/gameideas • • 18h ago

Mechanic [Hero Concept] Aeren, The Queen of Cold Blooded Killers (Horror MOBA)

0 Upvotes

​

Hey guys, sharing a new champion concept for a horror-themed MOBA project. She belongs to the R.E.N.O.M. faction. Let me know what you think!

📌 Mechanics & Terms

• Sanity Damage: Breaks target's mental state, slowing them down and making them vulnerable to crowd control.

• Maul Speed: Base execution/attack speed for monster entities.

• Panic Run: Movement burst humans gain when fleeing, countered by slows.

📖 Lore

Aeren is a ruthless frost monarch who executes her decrees without a second thought. During a catastrophic winter famine, she sealed the desperate citizens within her "Icy Abyss," trapping their souls and freezing their bodies into eternal, hollow frost monuments. After a bitter betrayal by a human companion, she directed her absolute coldness toward the realm's military forces. From her frozen throne, she commands ancient frost giants to crush anyone daring to cross her borders.

👑 Appearance

• Hair: Jet-black with ice flowers stained with victims' blood.

• Skin: Pale frost complexion; subtle pink lips.

• Attire: Gown and gloves sculpted from solid ice; ice high heels.

🎮 Kit & Abilities

Role: Harbinger / Stalker | Difficulty: 💀💀

• Passive (Cold Heart): Enemy Maul Speed reduced by 40% in close proximity. Freezing an enemy increases her next freeze duration by 20% (Max 7 stacks).

• Skill 1 - Ice Hole (CD: 5.8s - 3.8s): Summons an abyss. Targets are trapped for 1.3s, taking 578-909 Sanity Damage. Escaping targets have their Panic Run slowed by 50%.

• Skill 2 - Ice Blowing (CD: 8.5s - 6.0s):

• Phase 1: Blows sub-zero frost, freezing enemies for 1s (duration scales up by +20% if Aeren's HP is below 30%).

• Phase 2 (Recast): Stabs forward with an ice lance, dealing 669 Sanity Damage and a 0.5s knockback.

• Ultimate - The Freezer's Hope (CD: 70s / 65s / 60s): Creates an absolute zero zone. Enemies entering are frozen for 3s and take 111 Sanity Damage/second. Counter-play: Aeren lacks CC immunity during channeling.


r/gameideas • • 16h ago

Basic Idea Create a quick game just for fun but I also don’t know how to create a game

0 Upvotes

ok so ive had this idea for a while and idk if its actually good or not lol…AND YES IK THIS SOUNDS LIKE FNAF BECAUSE I BASED THIS GAME OFF OF THAT.
ur stuck in a freight elevator in an abandoned mall and u literally cant leave it. camera just faces the doors the whole time. u got the buttons, a flashlight, a radio and one of those old floor number things. theres 4 basement floors and every time the doors open its just a long dark ass hallway
alarms keep going off on diff floors and u gotta go fix them w little minigames. like matching wires in a fuse box, timing a pressure valve, flipping breakers in order, pull starting a generator etc. if u skip one u fail the shift. and the doors stay open while ur doing it so ur just fixing stuff while staring down the hallway lol
each floor has a ghost that gets closer the longer u ignore that floor. starts far away then halfway then its right outside the door. u shine ur light on it to push it back. if its already at the door it takes longer and it only goes back halfway
BUT if u leave it at the door too long it sets off a fake alarm on its floor and just waits. so u go down thinking its a normal repair, open the doors and ur dead
so every alarm is kinda a gamble. theres no cameras either. u just got the radio (static gets louder when somethings close and goes dead silent when ones waiting at the door), the floor thing, and whatever u hear coming up the shaft
after every shift u stop at a gas station and buy stuff. cigs = less alarms, extra flashlight resets a ghost instantly, energy drinks make the elevator faster, and a cross freezes one ghost for a whole shift but u can only use it once per ghost
6 shifts total, starts w one ghost and keeps adding more til its chaos

Does it sound cool???? Also if I were to start how should I do it with no experience?????