/r/gameideas
A place for redditors to share their game ideas, theorycraft mechanics and look for inspiration on their next game. Please read the pinned Read Before Posting -Megathread if this is your first visit.
With this, we can have a place for redditors to post ideas they can't utilize themselves, while people who are idea-starved can get some inspiration!
Check out the wiki for post templates and flair break downs to help make your post more easily accessible and readable!
If you need help actually developing the game head on down to /r/gamedev
If you want to find people to collaborate with head over to /r/GameDevClassifieds
Search for specific ideas based on the flair
Rules of /r/GameIdeas
Click here for detailed descriptions of each rule.
1. Practice good reddiquette.
2. Please do not post blatant copies of already existing games.
3. Please do not post spam.
4. Please tag your post with an appropriate flair.
5. Please be ready to accept criticism.
6. Your idea is FREE RANGE.
7. Do not advertise your game here
While we appreciate game ideas of all difficulty levels, before you post a game idea that is unlikely to ever be made it is worth checking out http://yourgameideaistoobig.com/ (Credit: /u/clintbellanger) as there is a good chance it is too big. For this reason you should try and distill it down to the smallest and simplest concept you can, that way an interested game developer can actually make it.
/r/gameideas
World Design
Major Biomes
Settlements
Dragon System
Playable Races and Customization
Gameplay Systems
Main Characters and Story
Pantheon
======================================= Development Vision
Verden's Vendetta aspires to be more than just a game – it aims to be an immersive world where player choices matter and stories evolve organically. The project seeks collaborative development with passionate individuals skilled in various aspects of game development, from coding to art and narrative design.
The vision emphasizes: deep, strategic combat systems. Rich, reactive storytelling. Comprehensive character customization. Immersive world design. Community-driven development
This project welcomes contributors who share the passion for creating an unforgettable gaming experience, offering opportunities for both experienced developers and those eager to learn and grow within the development process.
Disclaimer I am only a Senior in Highschool, so my resources are limited. And for anyone interested in helping, message me, and if there's multiple people, we'll move discussions to a group chat or server on a discussed platform.
I want to show this amazing idea. An Italian developer s creating a pc video game about the Freud's life.
It is the first point&click narrative-driven game to pay homage to the birth of psychoanalysis and its founder, addressing the themes of sexuality and neuroses filled with existential doubts.
Here the trailer https://youtu.be/-Ev9gfZ8Rw4?si=_WyqgcuM-Picd84c
In the game we will play the role of the Austrian psychoanalyst, tormented by eternal doubts and existential questions, to the point of being possessed by an inner voice that will be none other than the game
Listen to the patients who crowd your office and investigate the right strategy to reach the core of their existential pain in order to heal them from their symptoms. Every patient is a planet of their own, a whole human being devoured by an inner conflict that, day after day, takes away their life. Listen, scold, comfort and suspect: discover which technique suits you best and reveal deepest secrets, unspeakable dreams, eager desires. Build hypotheses and test your theories.
This is an extremely in depth dive into a concept for an asymmetrical horror game based on a book I'm writing that uses heros, villains, and other characters pulled directly from said book and being thrust into an assymetrical horror environment. My goal here was to ensure that the game doesn't suffer from the classic assymetrical horror trend of only being scary for the first 10 hours. To ensure this, the idea is for maps to be during the night and full of shadows, killers have no terror radius, and survivors are "one shot" at all times (you'll understand when you read forward. The game would be 2 killers vs 4 survivors. There are most likely a few details not mentioned or looked over simply because there's so much information here and I came up with all of it off the top of my head so let me know if there's anything you want to know more about or if I missed something.
Key:
Value System: The base value system written as code for the game. Every set value is any number between 1 and 100 by default and can be affected by perks, abilities, or conditions. All survivors have 100 health, all killers deal 100 damage with basic or unique attacks, survivors have 100 manerverability which cannot be affected (hence the lack of manuverability trait for survivors). Any values that have a percentage symbol are also between 1% to 100%, exactly the same as whole numbers just displayed as a percentage for clarity. All values that have a requirement (manuverability, sound, Paranoic, noise, and stalking) are catagorized as their set in game value (Very Low, Low, Medium, High, Very High etc.) by being in between 10 and 100 and are adjusted accordingly by perks and can be entirely changed by abilities. (Hence some killers and survivors stats having 2 separate in game values)
Sound: Determines the base amount of noise that survivors make while moving, interacting, or using any item
Speed: The speed at which a survivor or killer can move by default
Paranoic: Determines a survivors seceptability to Paranoic effects as well as determines the base value of a survivors Paranoic meter
Noise: The base amount of sound that killers make
Stalking: Determines the proficiency of stalking that a killer has
Range: Determines the distance that killers basic attacks can reach
Mauverability: Determines what forms of shortcuts or pathways that a killer can traverse
Radio Desks: Secondary objectives that spawn in random set areas on any map. Survivors who successfully located and interact with a Radio Desk will call in a reinforcement and gain a second chance after being killed.
Revival Reinforcements: Survivors that are identical to Revival soldiers and serve as a second chance for survivors who have been killed.
Interior: Any inside area of maps
Exterior: Any outside area of maps
Very Low: Equates to 10% of an ability, requirement, or action speed
Limited / low: Equates to 25% of an ability, requirement, or action speed
Medium / Moderate: Equates to 50% of an ability, requirement, or action speed
High: Equates to 75% of an ability, requirement, or action speed
Very High / Unrestricted: Equates to 100% or the otherwise full value of an ability, requirement, or action speed as well as accounting for any and all additional buffs or debuffs
Dropped: The state that killers and survivors enter when their health reaches 0 by any means
Pounce / Pounced: The state that killers and survivors respectively, enter when a killer interacts with a dropped survivor. During the pounce state, killers decide whether they want to attack the survivors upper half or lower half. At the same time, survivors decide to defend their upper half or lower half. Both sides have 5 seconds to make their decision. When both sides have made their decision, an attack will happen. If both sides chose the same area, the survivor will not be damaged and the process will repeat. If they choose different areas, the killer will attack successfully and then the process will repeat for a second time. When the killer succeeds in their attack for the second time, the survivor is killed.
Perks: Equippable benefits that affect certain values, mainly to benefit allies, or to hinder enemies
Survivors:
Sound: Medium
Speed: Medium, Very High
Paranoic: Medium
Sound: Medium
Speed: Medium, Very High
Paranoic: Medium
Sound: Low
Speed: Medium
Paranoic: Medium
Sound: Low
Speed: High
Paranoic: Very High
Sound: Very High
Speed: Medium
Paranoic: Very Low
Killers:
Cloak is about as brutal as they come. He's ruthless in his attacks but but slow in his approach, that doesn't hinder his ability to hide in the shadows however. Born into an abusive family, Cloak lost his loving and trauma bonded sister late at night due to a drunken rage by his mother. Because of this, he developed the terrifying second personality of a mindless killing beast. Years after he ran away from home and had been dodging law enforcement, he found Oma, who had the same empathic values as his sister and therefore did everything he could to protect her. Cloak can easily terrify his victims and if he does so, he falls into an uncontrollable rage that increases his speed and strength at the tradeoff of being loud and announcing his presence from afar.
HP: 200
Maneuverability: Limited, Unrestricted
Speed: Low, Very High
Noise: Low, Very High
Stalking: Medium, Very Low
Range: Low
Not much is known about Oma other than she met Cloak on the street after nearly being assaulted by a drugged out street thug. Cloak beat the man nearly to death to which Oma was initially terrified, after the next couple days of getting to know him however, Oma found herself needing to be around Cloak as often as possible. Although she was surrounded by death, she appalled the idea of taking a life with her own hands. When the time came for it however, Oma did what she had to do. After her first kill, Oma accepted the reality that she put herself into. With that, she never hesitated again. Welding dual matching pistols that fire non lethal rounds, Oma is much better at tucking away and scouting out the danger, relaying the info to her companions as well as noting it herself.
HP: 75
Maneuverability: Moderate
Speed: Medium
Noise: Very Low
Stalking: Very High
Range: Low
Being an identical twin despite having different mothers, It could be argued that both Aion and Cloak grew up very similarly, Cloak was forced to go without any rights in the household, Aion however, grew up with without any right due to the circumstances his mother and him were in. When his mother committed suicide, Aion left home in search of his brother that he'd discovered he had through his mother's suicide letter. He trained himself to mastery with the butterfly knife, large caliber handguns, and acrobatics, allowing him to easily chase down and corner his prey as well as take them down from afar if needed.
HP: 100
Maneuverability: Moderate
Speed: Medium
Noise: Medium
Stalking: Low
Range: Low, Very High
Suzaku spent his later years in childhood training to be a master ninja and swordsman. After trouble had insued at home, Suzaku fled from Japan to America, where he would be caught welding his blade in public and therefore would have his first run in with law enforcement. Suzaku continued to slaughter all five officers and from then on was considered extremely dangerous to which he went into hiding. After only a few days, a civilian would find him hiding in the woods and called the police. Suzaku was apprehended and placed in HMP High Rise awaiting the death sentence. When a riot broke out, Suzaku slipped away during the commotion and made his escape, eventually reuniting with Cloak. Suzaku excels at swordsmanship and is not afraid to let blood spill with his katana.
HP: 100
Maneuverability: Limited
Speed: Medium, Very Low
Noise: Low
Stalking: Low
Range: Medium
The youngest of this unfortunate family, Luna is an unlikely genius. When she appeared on the doorstep of the cabin, an unprepared Cloak and Oma had nothing at hand to raise a baby. However, Oma's motherly instincts kicked in and they made it happen. When Luna grew older, Cloak and Oma learned that Luna was incredibly smart and often found her crafting random mechanisms and even writing advanced level mathematics on her free time. After some unfortunate home troubles, Cloak and Luna found themselves alone and traveling in northern Mexico from city to city until eventually settling in a small abandoned house in the middle of a forest. Luna grew up under hard times but she still means business. Her unmatched intellect and nact for inventions and cybernetic enhancements give her edge like no one else in the family.
HP: 30
Manuverability: Unrestricted
Speed: High
Noise: High
Stalking: Medium
Range: Low
Maps:
Cabin
Courtyard
Warehouse
Outpost
Ring
Facility
Palace
Killer Perks:
General Killer Perks:
"You choose your approach with precision, it shows."
Pouncing someone outside of their line of sight wont make them scream
"They really think that they can just come on in to our home? Let us show them why they can't."
Reinforcements are 25% harder to break down, but locks are 10% easier to pick
"Shhhh...they don't see us yet."
Lowers your noise
"They'll go for the ones we can't see."
Exits are 30% harder to open when the Killers are not nearby
"He's not in there with them, they're in there with him."
Paranoia manifests slightly faster
"No. We will wait until night. The enemy fears a threat from the shadows."
Raises your Stalking
"They're gonna be fast, they'll probably be packing light but we don't know what they've got with them."
Movement speed is increased by 5% when not in chase. On top of this, Maneuvering is 10% faster
"He knows every fucking move before we make it!"
Survivors are revealed for 1 extra second
"He gives me the strength I never knew I needed."
Gain 1 HP every 3 seconds that you are near the other killer
If the other killer is dropped, gain the following affects: +25HP, -1 pounce hit, +20% movement speed, +40% stalking, and +2 seconds to all revealing abilities
Unique Killer Perks:
(These perks can only be used if you are playing as that specific killer, as well as only 1 at a time)
Cloak Perks:
"Let me out! They will all see!"
Transformation speed is 75% faster
"We don't have time for this Cloak. Do it."
When the game starts, gain one charge that allows you to skip the pounce mini game and instantly kill that survivor
"This psycho's picking us off one by one."
Survivors that you pounce will not scream
Oma Perks:
"He'll die if he keeps trying that. Is he crazy?"
Survivor actions are louder if they aren't at 100 hp
"As long as you don't go to anyone else for your home care."
Healing other Killers will continue to heal them overtime at 2 HP every 3 seconds for 15 seconds
"I got this. I'm not the same person you met 6 years ago."
Calling out a survivor will reveal them to the other killer instead of yourself for 3 seconds
Aion Perks:
"I don't carry it much. Doesn't mean I don't practice."
Aion Draws the Hand Cannon slightly faster
"I trained myself. Since I only use these two, why not master both?"
Grants the ability to fake attacking in a direction during a pounce, can only be used once per pounce
"We will never know what is next. We must be prepared for the worst at all times."
Start the game with 1 extra set of baricades
Suzaku Perks:
"It took years of blood and sweat to become the man that I am now."
Missing a Swan Dash has a much shorter punish
"You forget that I am also a wanted man. I have a constant eye over my shoulder."
Being stabbed during a pounce will always break the combat knife. On top of this, if you are stabbed while pouncing, the knife will only do 1 damage
"We are not done. You go that way, as for me, I have my own methods."
After Killing a survivor, you go dead silent for 20 seconds. Timer expires early if you pounce another survivor or swan dash during this time
Luna Perks:
"Daddy, what's a prodigy?"
Gain the ability to sabotage one radio desk. Requires Luna to be holding every one of her traps
"I found something that might help Zeus be a little more reliable."
Range of all traps are slightly increased
"I'm smaller, I'll slip through the window no problem, I promise I'll do it quick."
Maneuvering through an opening will block that opening to all survivors and killers for 6 seconds, this can only effect one opening at a time
Killer Abilities:
Cloak Ability:
Gain the ability to temporarily traverse through openings, crawl on walls and ceilings, move at greater speeds, and kill survivors much faster. Requires every survivor to have been terrified at least once
Oma Ability:
While Looking directly at a survivor while not in chase and outside of their line of sight, Oma can point and reveal them and any other survivor they are looking at to herself for 12 seconds
Oma weilds 2 matching pistols that fire non lethal rounds, giving the target certain debuffs and dealing a small amount of damage, unlimited ammo, requires reload
Aion Ability:
Aion can jump up and grab as well as vault over most ledges and touch down swiftly and safetly below
Aion can draw a large handgun that requires steadfast footing to operate. Bullets will instantly drop the target they connect with. Bullets can go through some walls, limited ammo, cannot reload
Suzaku Ability:
Swinging his blade at the right time allows Suzaku to break combat knives or slice bullets midair
Suzaku can enter his "Ready Stance" and break into a sprint and thrust his blade forward, instantly pouncing any survivor the dash connects with aswell as protects against and knives or bullets coming from the front, missing a dash will stun Suzaku
Luna Ability:
Various devices used to distract, ensnare, blindside, or reveal survivors
Luna can deploy a miniature magnetic Tesla coil that stuns survivorss and snatches any metallic items from survivors that go near it, prone to overheating
Survivor Perks:
General Survivor Perks:
"We don't train six days a week for nothing!"
Max Stamina increased by 15% and sprint speed is increased by 5%
"Some of us have family from OGA. This is for them."
Start the game with 2 combat knives revealed to you, can carry 2 combat knives, stamina is not regained after saving an ally
"This threat is not to be taken lightly, treat the situation with extreme caution."
Start the game with 2 rounds in your magazine, 1 lockpick, and 1 caff can
"I'll kill you here, and when we meet in hell, I'll kill you again!"
While being killed, you stab your attacker, dealing 20 damage
"They never tell us anything, damnit!"
Allies engaging in a progressive activity are revealed to you
"We have blueprints of the site. You'd better have them memorized before you even think about going in."
Start the game with one of the radios revealed to you
"Go, go, go!"
20 seconds after the match starts, all non-reinforced entrances are revealed for 8 seconds
"I'ts...it looks like...a red light? It's faint though, like something's covering it."
When you and the killer are looking in each other's direction for 3 seconds, it reveals them to you for 10 seconds. Requires a line of sight. Timer resets after each stare duration
"We got what we came for, exfiltration now takes top priority."
Exits are 20% easier to exfiltrate
"I'll kill them all my fuckin' self. I'll blow the godamn doors down and slaughter them all where they stand."
You no longer have recoil or flinch when firing, on top of this, your rifle is equipped with a flash hider. Weapon will be slightly more prone to jamming
" I have too much time on my hands. Least I can do is make sure I can trust my weapon as much as my peers."
Rifle will no longer jam. On top of this, you load rounds faster
Radios no longer signal your position to the killers upon calling for a reinforcement, calling for a reinforcement takes 20% longer
"These boots dig in to my feet real bad. Can't we get something better?"
Footsteps are 50% quieter while not wearing cushioned shoes
"I got so good with the damn things they gotta hard time keepin' up with me."
Stabbing speed, stun time, and combat knife damage are all slightly increased. Combat Knives will always break on the first stab
Being injured and surviving or being freed from a pounce will permanently increase movement speed by 15%
Unique Survivor Perks: (These perks can only be used if you are playing as that specific survivor, as well as only 1 at a time)
Mute Perks:
Reveals 1 intellect to you at the start of the match. Everytime a survivor dies, reveal 1 intel
Being injured for the first time permanently increases movement speed by 12%
While in the interior, all items and killers in the exterior are revealed to you
Commander Daemon Perks:
Stiff-Arming has increased stun time and deals 10 damage to killers but takes 50 stamina
When the game starts, you are given 1 bullet that deal 75 damage, cannot use standard bullets
Being attacked from the front will only do 33.33 damage
Elliot Perks:
If a killer has been chasing you for more than 15 seconds, they are revealed to all other Allies until they drop chase
When the game starts, one killer is revealed to you for 3 seconds, if you become Elliot, both killers are revealed to you for 20 seconds
Stabbing a killer only deals 8 damage, but deals damage overtime at 1 HP every 4 seconds. as Elliot, stabbing will deal the base damage of 10, as well as damage overtime at 1 HP every 2 seconds until the killer wraps their wounds
Survivor Abilities: (These abilities can only be used one at a time)
Revival Abilities:
Grants the Ability to lunge forward a short distance and shove a killer aside, stunning them for 4 seconds, 50 second cool down
Whenever you are near another Revival, their movement speed, caffing speed, stabbing speed, and maneuvering speed are increased by 10% / 35% / 20% / 15% respectively
Lockpicking is dead silent and breaking down reinforcements is 85% quieter
Start the game with a combat knife, stabbing a killer while they're not pouncing will stun them for an additional 3 seconds
Mute Ability:
When you become Mute, gain 3 charges. Use a charge to reveal the killers, entrances, and exits, for 10 seconds, on top of this, gain the ability to highlight an item of choice and see a trail leading to it
Commander Daemon Ability:
When you become Commander Daemon, gain a special very durable combat knife that deals 25 damage
Elliot Ability:
When you become Elliot, gain the ability to revive 1 teammate at a radio desk
Items:
Survivor Items:
Bullets that can be stored and shared or loaded into your own rifle. Base damage of 25
Shanks used to save others or catch killers unguarded. Base damage of 10
Containers of highly concentrated caffeine used to restore HP and increase movement speed temporarily
Metal shimmies used to unlock certain doors
Varying items used to break down reinforcements and jam certain doors open or closed temporarily
Key items hidden around maps that are used to progress the match forward. 12 scraps of Intel are required for the game to progress
Killer Items:
Sets of barricades used to more heavily secure certain doors
Kits containing various medical supplies used to dress wounds. Restores 50HP and stops bleeding
A desk with multiple monitors displaying live camera footage of the exterior, used to pinpoint survivor's locations
Attire of the Death Seekers:
(Cosmetics that are unlocked when achieving That killers Mastery Status, level 1000on that killer, and completing all achievements for that killer)
Cloak: Shadow-Brought
Burdened by the knowledge of the past and the hate for the future, he found his body changing. The energy he felt was so strong that before he knew it, he was no longer a man. He was truly only a monster.
Aion: Tribute Cloak
Hearing of his brother's death was inevitable, knowing that he couldn't have prevented it hurt him worse. He cut and stitched a new attire much more threatening to signify that the days for smiling were long gone.
Oma: Widow
No longer having him around felt euphoric, she didn't know whether to be happy, sad, or filled with hate. The pain she caused herself rooted back to him after all. She dawned a Suzaku: Black Crow
Luna: Carbon Camo
He thought her to use the shadows, and use them she did. Dawwning a pitch black attire and a crudely spray painted mechanical arm, she wanted only to impress him once again. Even if he wasn't around anymore.
A Horror Game with Three Friends but each of you are missing one sense. One of you can't hear each other, another one wouldnt be able tosee each other and the last one cannot speak to each other
Kind of like the three wise monkeys I don't know exactly how the horror aspect would work but I think it would already be pretty scary being so close to your friends but them being just out of reach so you would feel isolated yet not alone at the same time(the game would use proximity chat) maybe certain monsters could play around certain senses and target specific players the player characters would be one of the three wise monkeys and I think the general aesthetic would be a kind of eldritch twisted version of budism/Hinduism with like the gods and creatures being having a more mutated and distorted design such as ganesha the Hindu elephant God I was imagining she would be like a creature with aspects of multiple living beings sowed into one such as her already present elephant head and multiple arms I don't know where the setting would be at the moment but yeah I just thought it would be fun to share my ideas and I would be more then happy if someone wanted to implement it into a game or something as I lack the skills to do it on my own
A Visionary Project: A Collaborative Fantasy
A Call to Like-Minded Individuals
The Path Forward
A Collaborative Journey
Let's Connect
A Note on Expectations
I understand that game development is a complex and time-consuming process. I'm realistic about the challenges ahead and committed to working diligently to achieve our goals. However, I also want to emphasize that this is a passion project, and I'm not expecting immediate results or unrealistic timelines, but if we manage to turn this into something, it'll be very beautiful.
*Quick disclaimer; I am only just a highschool student. Although I do graduate this year, I have limited money and resources available, but I will invest money I have into this project. I also understand that y'all have lives and might not be free to participate or collaborate on this all the time, so if you aren't able to say anything or do anything to contribute some days, I won't mind. And a group chat will be made on the decided platform for those of you who are interested.
Platform discussion options; messages, Instagram, make a reddit page just for it, Discord server, or another suggestes platform.
I made a post on r/DetroitBecomeHuman about this idea. If you’re interested, read the post I’m talking about here:
https://www.reddit.com/r/DetroitBecomeHuman/s/kWz1K6JLiQ
Now, I’m going to share more details about all this:
The game I envision is set in Los Angeles during the events of Detroit: Become Human, as I mentioned. The game centers on Station 39, a tight-knit fire station in the heart of the City of Angels. The game’s story has two arcs: the first arc is about a series of arson cases that plague Los Angeles, and we the players end up finding out that these are the result of a juicy conspiracy; the second arc concerns the struggle that the firefighters of Station 39 face for the survival of their station, which is threatened with closure. The game would release on Steam as an exclusive. Now, let’s get to the characters:
Mark Davis (voiced by Greg Chun): The main protagonist. He was born on May 24, 2006, thus making him 32 years old by the time the game takes place (between October 22, 2038 and November 23, 2038). His mother owns a pharmacy, thus instilling him with a sense of community from a young age. He wants to be a firefighter since the age of 2, and this took him to fire stations not just in the USA, but also across the world. In 2023, at the tender age of 17, when he was just a high school senior, he meets the love of his life: her name is non-other than Emily, a 21 year-old college student. Despite their 4 year age gap, their adventurous spirit and their passion for rock climbing brings them together (they even met at the climbing gym where Mark often goes to). The two get married in 2029 and their relationship has remained strong by 2038. He joined the LAFD in 2027, right after graduating from college. During the events of the game, Mark is, alongside other Station 39 firefighters, on the frontlines of the arson cases.
Emily Davis (voiced by Margaret Hsian): Mark’s wife. She was born on April 28, 2002 (and is thus 36 during the events of the game), her maiden name is Emily Roberts, and her adventurous spirit dates back to her childhood years. As said before, she met Mark in 2023 (when he was 17 and her 21) at a climbing gym. She works as a flight attendant for American Airlines since 2026, right after graduating from college. Even though she and Mark both have demanding careers, their mutual love has barely changed throughout the years. In the game, she is Mark’s main emotional anchor, and most sequences in the game that show Mark’s life outside the fire station shows the two of them together and emphasizes how much they love each other and care about each other. On a side note, she has a younger sister who is a middle school teacher.
Stella Davis (voiced by Jennifer Hale): Mark’s mother. She is a 65 year-old woman (her birthdate is May 6, 1973) who owns a pharmacy in Downtown Los Angeles, and she is very close to her son and daughter-in-law. Her husband, Bruce, who is also Mark’s father and who works as a construction worker, died in a work accident when Mark was 14, and it had a profound impact on both of them. Her compassionate and motherly nature makes her very popular among her clients, especially young children, and she keeps a portrait of Mark in his firefighting gear behind her counter.
Claire Roberts (voiced by Gwendoline Yeo): Mark’s sister-in-law. She was born on September 21, 2004, making her 34 years old and also younger than Emily. Inspired by her and Emily’s mother, who was a high school principal, she choose to become a teacher at a young age. She currently teaches biology at a middle school in Colorado, and she is close to her sister and brother-in-law.
David Mitchell (voiced by Jamieson Price): The captain of Station 39. He was born on June 24, 1993, making him 45 years old during the events of the game. Despite his though exterior, he hides a deep pain that is beyond most people’s understanding: his wife died 3 years ago from a terminal heart disease, and he hides a depression which was caused by this, and he copes with the death of his wife due to an addiction to drugs. His character arc involves Mark helping him move on with the death of his wife and overcome his addiction, but he will also repair his strained relationship with his daughter, a 22 year-old bar waitress who lives in Washington, D.C.
Sarah Thompson (voiced by Elizabeth Maxwell): A female firefighter at Station 39 (though she’s not the station’s only female firefighter, and Station 39’s team doesn’t only have her, Mark and David). She was born on July 8, 2010, making her 28 years old. She is a single mother to twin sons, their biological father having walked down on her when she was still pregnant, and her mother helps her with childcare.
Jake Patterson (voiced by Xander Mobus): The newest firefighter at Station 39. He was born on May 30, 2015, making him 23 years old. His father is a pediatrician who owns his own clinic, and he has a close relationship with him (which is exacerbated by the fact that his mother died while giving birth to him). He and Sarah develop feelings for each other, and their love story adds complexity to the dynamics at the station.
Michael “Mike” McReary (voiced by George Newbern): Another firefighter at Station 39. He was born on June 10, 2001, making him 37 years old. He is married to his high school sweetheart, who works as a veterinarian. At the time of the game, his wife is 5 months pregnant with their first child. Mike is Mark’s closest colleague at the station.
Daniel Prescott (voiced by Keith Silverstein): Last but not least, the main antagonist. Born on August 30, 1971 (this makes him 67), he is the son of two wealthy industrialists. Despite his privileged background, he is extremely greedy, and is only interested in making money. Prescott is a real estate tycoon who has a lot of influence not just in LA, but also across the West Coast of the USA. That’s where his connection to the plot of the game comes in: he is the true mastermind of the arson cases that plague Los Angeles. How does he do it, you may ask? The way he does it is simple: he has many CyberLife executives on his payroll, and he orders them to make androids whose sole purpose is to set fire across the city. The goal of these arson cases is to destroy the buildings he sets fire to so he can build his own property upon their ruins. This puts the LAFD and Station 39, particularly Mark, on his tail. Knowing fully well Mark is a threat to his grand schemes, he decides to strike: it started with sending muggers against Mark’s mom as a way to warn him. Then, that escalated quickly: seeing as the previous tactics didn’t work, he sends his henchmen to kidnap Emily to pressure Mark to drop the investigation. He also puts pressure on Station 39 by accelerating their closure. Fortunately, he is defeated by the end of the story, gets tried and sentenced to life in prison, and it’s happily ever after not just for Los Angeles, but also for Mark and Emily, the former having become a local celebrity as he’s considered as LA’s local hero.
Now that we got the cast of this potential game covered, let’s move to gameplay sequences:
“Normal” sequences: these sequences happen outside a mission Fire station sequences: In these sequences, Mark will be able to explore the fire station. During these sequences, players could bond with other firefighters, engage in downtime activities, go to the gym and even maintain the trucks and upgrade their equipment.
Personal life sequences: These sequences are interactive cutscenes that show Mark’s personal life. These are especially centered on his relationship with Emily (spoiler alert: these two are VERY cute together).
Mission sequences: These sequences happen when a mission happens. In this game, a mission is basically when Mark and his team are called to a fire and they must respond (the one thing you would expect from a firefighter game).
Fire truck driving sequences: These sequences are exactly that: you drive a fire truck across Los Angeles. You can choose the fire truck that you’re going to drive (Engine, Ladder, Quint), and you can toggle the lights (they’re red and blue lights, unlike the real life LAFD which uses red lights, thanks to a law change that happened in California in the DBH universe saying that fire trucks now should have red and blue on their light bars while police cars only have blue and ambulances only have red), the Q siren but also the electronic siren. The electronic siren has three tones: the wail (it sounds exactly like this: https://youtu.be/uT-3igyteKY?), the yelp (it sounds exactly like this: https://youtu.be/4wMZ1g1yCjQ?) and the hi-lo (it sounds exactly like this: https://youtu.be/coKzlM8w4As?), and the default electronic siren can be chosen in the game’s settings. Also, you can honk the air horn.
Firefighting sequences: In these sequences, players control Mark as he’s inside a burning building. You navigate the burning building in search for survivors (the mission fails instantly if 4 of them die and their number per sequence range from 8 to 14) while also having to extinguish all fires (a firefighting sequence ends once you put out all the fires and rescued all the survivors). Mark will be able to switch between various firefighting equipment (hose, extinguisher, axe, haligan, thermal camera, etc). You not only have a limited health bar which decreases when you walk into fire (Mark dies if he loses all of his health, at which point it’s game over), but also a limited oxygen supply, which decreases when you end up in particularly smokey areas, and Mark will instantly die if it ends up empty (it will again be game over if that happens), though you can recharge this oxygen supply at certain points and, a few seconds before the oxygen supply ends up a 0%, a music that sounds like the Sonic drowning music will play (it’s a remix, and it’s this exact remix: https://youtu.be/P-wA2-5mJL0?si=-). To picture how these sequences will play out, think of the gameplay of Firefighter: FD 18 (a firefighter game which is on PS2), but overhauled in a way that makes it more realistic.
What do you think about this? Personally, I think my game idea is a good one because a firefighter game set in the future would be absolute gold.
I've thought about flipping genres a lot. Originally I had an idea of a reverse metroidvania, where you are actually stripped of your powers as you defeat bosses, but then the fun becomes making the most of your limited abilities, and in fact discovering new ways to use abilities until you have nothing. But recently, I got into a Survival horror kick, played the original Resident Evil 4 for the first time, and remembered this idea I had.
You play as a character recently endowed with an enormous estate from a mysterious relative. This relative died strangely, and you have been given the keys (like 50 or so I'm thinking) to his expansive estate. He was an eccentric, and paranoid, so he employed many tactics to shroud his property in mystery. Alongside standard RE style puzzles, you have the keyring, after all it was his property so obviously he has all the keys. But the real challenge is deducing which key goes where, after all there are so many that trial and error would take forever.
Not sure about the rest of the story, obviously things go crazy eventually causing some kind of monsters to stalk you around the property, but for now its the main idea that I like.
Chaos Protocol (working title) is a 2D action game where you play as Chaos, a hero with the ability to teleport in a dystopian, modern-fusion city. You can choose between sneaking around using stealth or diving into fast-paced combat. Teleportation is the core mechanic, allowing you to move and fight in creative ways, giving you the freedom to decide how to approach each situation.
Key features: • Chaos can teleport anywhere within his line of sight, enabling you to evade enemies, set up surprise attacks, or throw enemies into environmental hazards. This mechanic provides flexibility in both combat and stealth. • Stealth: Crouch to hide behind objects and sneak past enemies. Attacks from behind can trip enemies, knocking them down and giving you a chance to do extra damage. • Combat: Teleport behind enemies for quick strikes or grab them to throw them into walls or hazards. There’s also an instant takedown move for finishing a fight quickly. • Movement: • Crouch (S): Hide and sneak around. Crouch attacks have a longer reach and can trip enemies who don’t notice you. • Roll/Dodge (A/D + S): Quick roll to dodge out of the way of attacks. • Jump (W): Jump to avoid attacks, get over obstacles, or reach higher areas. You can also teleport mid-jump for extra mobility. • Boss Fights & Enemies: Tougher enemies will appear as you progress, with boss fights requiring a mix of stealth and combat. You’ll need to use teleportation and movement to outsmart and defeat them. • Story & Progression: The main story spans 15 levels.
Summary:
Gameplay Loop:
Mechanics:
-Mechanics include a unique battle system, monster taming elements like monster care or collection, and solving puzzles to solve crimes, plus more. Here's the basic list of mechanics I've put to paper (not tested yet): https://docs.google.com/document/d/1mMM50QzQ2IUjRGayOkrwfwuToLKPqdWmJpXmtrc5ZRU/edit?usp=drivesdk
Lore/Story:
300 years ago, fear and misunderstanding lead to a tragedy where tamers of spiritual beings, known as Keytures, were demonized and hundreds of people lost their lives whether through death or the trauma that followed. After realizing what they did, it was agreed to cover up the incident, so evidence was destroyed and what couldn't be destroyed was hidden. As years went by, it was slowly forgotten except by the descendants of the pursecuted.
You follow Jessie, a junior detective who chooses to use Keytures to aid in his work. You play in this fantasy land's 80's equivalent, and while taming has become more widespread, it is still not as common and is still widely looked down upon. This causes issues as some people will fight you at every twist and turn, and it is up to the player to overcome these challenges, and figure out both the present crime and how it connects to the past. Command your Keytures into battle, to find clues or objects, talk to the undead, and explore your surroundings to uncover the mystery.
I intend to make this. Looking for feedback, especially where there's a ⭐. Themes of things coming together or breaking apart, possible drug induced insanity. This is going to be simple, picture colored circles on a screen.
Overview:
You're a single player in a top-down 2D world going room to room solving a puzzle in each by pushing things around. Puzzles consist of manipulating the passive elements in the room until the arrangement matches a goal condition. The elements have properties (like size, shape, color) which effects their behavior. Each goal is kept secret but the player is shown their current progress by a hotter/colder indicator which they use to deduce and achieve each goal. Once achieved they may go to the next room. When all rooms in the level are complete, a boss room opens with active hostile elements. Beating a boss gives a new skill and advances to next level with puzzles that require that skill.
Skills:
The Shift Realm™**:**
The same world (and same elements) but some fundamental game mechanic changes while in this mode, maybe element sizes are inverted (allowing interacting with elements that were previously blocked). The game style dramatically changes to indicate the shift. What other basic game mechanic could change while here?⭐
Puzzles:
Starting simple (as a tutorial)
As puzzles get harder, there might be active elements or interactions between rooms (need to borrow an element from another room, or the position of an element is entangled with the position of an element in another room causing that puzzle to no-longer be complete). I'm hoping for all situations to be recoverable and no possibility of getting stuck or "losing" because you "did it wrong" though this will be a puzzle design challenge.
Hotter/Colder indicator:
Supposing I can math-out what percentage solved a puzzle is, how should this be shown?⭐ I considered a dial at the top of the screen, the position of a lock on the exit door, floor color, speed of a blinking light etc.
Bosses:
Most of the game has passive elements that don't move unless interacted with. I wanted bosses to be actively hostile. I'm looking for suggestions on what those active hostile elements could be or the penalty they would inflict if they "get you"⭐. I don't want a "you lose, start over" penalty. I suppose "points" could be a human motivator. Maybe you're collecting tokens throughout the game and bosses can take your gold stars.
Story:
I wish this had a story, or at least a coherent setting with a plausible motive for solving puzzles. Where am I, why am I rearranging things, what are bosses, what is the shift realm?⭐
Example: I'm a lab mouse being tested, the shift realm is the effect of drugs, each boss is a lab thing (human, machine, other creature). You're trying to escape the lab. Shadows of giant hands occasionally cross the screen.
I intend to make this, I suppose others might also. If you do, please credit me and comment a link to your work so we can enjoy it. If I ever publish, I'll plop a link here.
Olá, pessoal do r/GameIdeas!
Estou desenvolvendo um jogo chamado Stick Brawl Arena e adoraria saber o que vocês acham da ideia!
A premissa do jogo é simples: um jogo de luta online estilo stickman, onde os jogadores participam de batalhas rápidas e emocionantes. A ideia é criar uma experiência divertida e cheia de ação, com animações fluídas e habilidades únicas que podem ser combinadas em diferentes ataques.
Aqui estão os detalhes principais:
Combate dinâmico: O jogador pode realizar diferentes ataques e combos durante as batalhas.
Poderes elementares: Habilidades baseadas em fogo, água e outros efeitos, que podem ser combinados de maneiras criativas.
Modo multiplayer online: Jogue contra outros jogadores ao redor do mundo.
Personalização de personagens: Os jogadores poderão personalizar seus stickmen, escolhendo diferentes visuais, acessórios e habilidades para criar um estilo único para o personagem.
Gostaria de saber:
O que acham da ideia geral? Vocês acham que é algo que poderia atrair jogadores?
Quais mecânicas poderiam melhorar ou adicionar para tornar o jogo mais interessante?
A ideia de personalização de personagens parece boa? Que tipo de opções vocês acham que seriam legais para customizar?
Se você jogaria esse tipo de jogo, o que gostaria de ver nele?
Estou aberto a qualquer tipo de feedback e sugestões que vocês possam ter! A ideia é fazer algo divertido, dinâmico e com uma comunidade engajada.
Obrigado!
Pacific rim with high graphics , voice chat ,different maps and such but what I want is liek detailed where u as the pilot will get to use ur mech to fight kiju and like make it good and well planed,I would love a campaign,like an endless mode , a single pilot mode (liek hardcore rly hard to use) maby even a mode where I can be the kiju . Different kiju and maby even a system where u cab build ur own mech but even then I would love to have online mode where there r others not just u. Maby even a battle royal where u can fight others mechs, ranked system , and even unlocking different parts for your mech!
Maby at the beginning you could be infantry and fight little kiju droids with ur gun and after a bit u get the parts to make a mech. Maby you could add different pre built mech and even different maps to play on. Maby a health system and all the components of the mech can get damaged causing different problems, so pretty much I would like to request a realistic (to the Pacific rim world) game that simulates being a mech. Maby melee wepons , clos range wepons and even there grav guns
Ofc this is just a thought it's prolly never gonna happen due to being a big ask but gl to anyone who may attempt to make this
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Pacific rim with high graphics , voice chat ,different maps and such but what I want is liek detailed where u as the pilot will get to use ur mech to fight kiju and like make it good and well planed,I would love a campaign,like an endless mode , a single pilot mode (liek hardcore rly hard to use) maby even a mode where I can be the kiju . Different kiju and maby even a system where u cab build ur own mech but even then I would love to have online mode where there r others not just u. Maby even a battle royal where u can fight others mechs, ranked system , and even unlocking different parts for your mech!
Maby at the beginning you could be infantry and fight little kiju droids with ur gun and after a bit u get the parts to make a mech. Maby you could add different pre built mech and even different maps to play on. Maby a health system and all the components of the mech can get damaged causing different problems, so pretty much I would like to request a realistic (to the Pacific rim world) game that simulates being a mech. Maby melee wepons , clos range wepons and even there grav guns
Ofc this is just a thought it's prolly never gonna happen due to being a big ask but gl to anyone who may attempt to make this
Overview:
You own a breeding centre for reptiles. Your aim is to create colonies/herds of as many reptiles you can while developing their gene pool. Main challenges would be keeping up with food costs, environmental factors and keeping up with lifespan and population of your animals.
Gameplay:
Player will be given an initial amount of cash and a starting building. The cash will be enough to setup a low cost reptile pet or start breeding food for said reptiles. One example would be a setup for breeding mealworms or cockroaches. Various maintenance costs like electricity consumption, replacing broken down furniture, etc will be factored directly in the facilities used. So a pet tank or a mealworm setup would have a set maintenance cost.
Money can be gained through three methods: A) Sell pets, B) Sell food for pets and C) government grants to support your conservation efforts (In order to be eligible you would need to have a large enough, healthy enough and genetically varied enough population of said species).
After much consideration the time scale of the game is more appropriate to be with days as the smallest units and years as the largest. Something akin to one day per second would be the normal speed. Highest speed depends on performance. Probably one month per second would be the maximum.
I aim to use as many IRL accurate data per pet or feeder. However, certain simplifications could potentially be made in order to avoid unnecessary details bogging down performance. For example, most pets will only be able to breed on a monthly basis during specific months. Only when the month corresponding to the pet will rest of the conditions be checked. For example, each March all the pets that can be bred and you own will check the rest of the conditions if they are fulfilled (appropriate maturity, temp, humidity, appropriate mates, not pregnant, health status, nutrition status, etc). A pet will have the following data: name (nickname, scientific name and common name), health status, nutrition status (will have two different bars: one signifying current hunger and a second one displaying individual nutrients and their need for the animal), age, total estimated lifespan, breeding age, humidity needs, water needs, likes/dislikes (cleanliness, tank decorations, etc), favorability/tameness, mood, space requirements.
In terms of economy, they will be special breeding trading programs where you can trade breeding pets with others to diversify your gene pool. Auctions for rare pets. Normal wholesale channels for your everyday needs. Setting up your own web store front.
Having the required licence for certain pets or feeder animals will be an interesting mechanic. In order to acquire the licence you would be required to have already set up the facilities required for the specified reptile or even feeder. A certain fee would be required to be paid to acquire the licence. Beyond that the breeder will be given yearly evaluations on whether they are fit to keep their respective licence.
In order to deal with the inevitable huge population of certain feeders (imagine cockroaches, flies, etc), they won't be given an individual panel. There will only be two potential panels per facility and those would depend on the gender (if it exists). Considering certain feeders like rats can be kept as pets, the breeder will be given an option to buy them independently as pets and they will be separated from their feeder counterpart. Not all feeders will have a pet option.
End game goal would include collecting an individual or breeding pair from every species. Collecting as many morphs (phenotypes) as possible. Getting and maintaining as many licenses as possible. Fulfilling conservation goals.
There won't be any specific Lore other than goals I have mentioned.
A question I have that is really important: What kind of graphics and art would you expect from such a game?
I personally am no good with art but creating the rest of the game wouldn't be a problem.
Do you prefer the game to be 2D or 3D? Would it turn you off if the game was mostly text based but there was an album with the portraits of every "animal"?
Do you have any other suggestions in terms of gameplay or either pricing philosophy you would prefer (DLCs, no DLCs, etc)?
How much would you be willing to pay for such a game? I should note that a certain amount of detail to data/mechanics and higher levels of art would require a much higher price tag.
Working Title: Subservient
Story: A group of warlocks, each with a patron entity that’s an unspeakable horror with a grudge against humanity, wake up in a hellish realm that resets every day, even bringing people who died in it back to life.
These entities are attempting to breach the dimensions between where they are, and where the characters live, to torture humanity for shits and giggles, but they promise to spare the warlock who brings them the Plot Item needed to pull it off- which I assume they get by defeating all the other warlocks.
The main character (or the first character you unlock) is against this, and aims to recruit all the others to rebel against their patrons, all while having boss fights with them, making crazy builds, and other roguelike fair.
Gameplay mechanics: The main gameplay loop would be standard action Roguelike faire- dodging and attacking enemies, with a focus on each playable character’s unique weapons and spells. The random upgrades each run would be gifts from the currently selected character’s patron, as well as any gifts unlocked through meta progression, which I imagine would be done through sidequests.
After you beat a Warlock, and then perhaps an additional task, you’d unlock them to play as. Each warlock would have a different play style, consisting of a different weapon and type of spells. The patron of the water aligned entity might use a trident (if we’re being cliche) or something thematically related to the ocean- a rapier being compared to a swordfish, perhaps? Along with water magic and a play style around mixing dodging with brute force, like the swell of a tidal wave.
But I also imagine that because these warlocks know of each other’s patrons, when you fight a boss, their mechanics are altered slightly to counter play who you’re picking. Being fed instructions by their boss, perhaps.
I’m taking Hades as my inspiration, and I imagine that there would be an element of socializing with your fellow patrons, with one key element being that some are friendly with each other at first, some are antagonistic, and it’s up to the player to get some unity together. Perhaps taking advantage of who certain warlocks are allied with, talking to them while playing as a warlock whose boss is aligned with theirs?
Obviously, such a game would need a strong focus on character writing, because if you don’t want to learn about these warlocks, the mechanics would go unused.
basically its a game where you are the operator of a squad, you will watch them as they do some mission (probably evolving either extracting something or leaving an area), and your job is to make sure they get out alive. Each squad member has a front camera on them so you can monitor what they're seeing, you also have a map of the place with little blips to show the movement of your squad or any monsters trying to get them. You can command your squad to do some basic actions such as, run, sneak, hide, stand still, and many others. You will also use several systems to make sure the monsters don't reach and kill your squad, however, said systems use power, and if you run out of power you can no longer use any of your monitors (meaning your pretty much dead unless your team clutches). However, each person on the team uses up energy, so if your ever to low, you can basically eliminate them by cutting of all life support for them to keep the others alive and to save power. However, if you play your cards right and be strategic, you shouldn't have to kill anyone, meaning it will always feel like your fault when you do it :). There are other ideas I have, maybe your teammates may get corrupted in which case you have to cut their oxygen so the virus dies (they won't die however if you turn their system of and their infected, the system will go back online once the virus is killed) and another idea where blips on the mini map can be read hearings, but this is the basic idea.
This sub unfortunately has been dying out over the past year. I think a big part of that is while 6 months ago there were some changes to cut off the "bad" content from being posted, there hasn't really been anything done to encourage the posting of "good" content. I'd like to try a thing or two to maybe drum up some activity and engagement.
In other creative subs I've seen great success from providing some structure (and maybe some light competition) to use as a launch pad. I'm thinking maybe we could periodically (every other week or once a month) have a prompt for the community to rally around.
Prompts could be something specific like "Unique mechanics for a horror game" or general like"combinations of two genres", whatever gets people talking. Or better yet, have a thread where sub users can suggest prompts.
This post isn't long enough to not get shanked by the automod so rather than dragging it out like a high school essay I'll just post the Gaius Speech.
Tell me, for whom do you fight?
How very glib. And do you believe in Eorzea?
Eorzea’s unity is forged on falsehoods. Its city-states are built on deceit, and its faith is an instrument of deception. It is naught but a cobweb of lies - to believe in Eorzea is to believe in nothing. In Eorzea, the beast tribes often summon Gods to fight in their stead.
Though your comrades only rarely respond in kind - which is strange, is it not? Are the twelve otherwise “engaged”? I was given to understand they were your protectors. If you truly believe them your guardians, why do you not repeat the trick that served you so well at Carteneau, and call them down? They will answer, so long as you lavish them with crystals and gorge them on aether. Your Gods are no different from those of the beasts - eikons, every one. Accept but this, and you will see how Eorzea's faith is bleeding the land dry. Nor is this unknown to your masters, which prompts the question - why do they cling to these false deities?
What drives even men of learning - even the great Louisoix - to grovel at their feet? The answer? Your masters lack the strength to do otherwise! For the world of man to mean anything, man must own the world. To this end, he hath fought ever to raise himself through conflict, to grow rich through conquest. And when the dust of battle settles, it is ever the strong who dictate the fate of the weak. Knowing this, but a single path is open to the impotent ruler - that of false worship. A path which leads to enervation and death. Only a man of power can rightly steer the course of civilization. And in this land of creeping mendacity, that one truth will prove its salvation. Come, champion of Eorzea, face me! Your defeat shall serve as proof of my readiness to rule! It is only right that I should take your realm, for none among you has the power to stop me!
What I am picturing:-
Shenmue: A nice town where people are walking around by time and their daily schedule, depending on what you are up to you interact and find information from them.
World of Horror: Interface oriented mystery solving.
A dos game I can't quite remember but same thing as shenmue, go places at specific time to meet people.
What I am picturing is something similar around these ideas but with a 21st century twist. Why I emphasis 21st century is that some early 2000s games made good use of vector graphics and UI they though would get popular by now, an embracement of slick fashion to some extent. Using such designs I am thinking of a game where the story is told to you through monogatari style after which you are put into an interface with a map and a dynamic video feed of the place you are in, imagine rainworlds NPC world where each NPC has their own thing to do in the world regardless of your actions.
| | |dynamic | | _______ | | text here| | | |------ -+++ | |map| |
Given a situation and agency you go place to place managing resources and asking questions (walking around in 3d world while fun can turn tedious if all you want is a good mystery) and managing your time as well. But you have to keep your eye on the dynamic video feed as well as you are also on the run from specific villains and if you see them in the distance they might see you too.
Given my quick ASCII design this could be a very technical and elaborate mobile game, or a PC game in line with the world of horror or papers please genre.
This isn't too organized, so apologize if some of this comes off as ramblings.
TL;DR- You are a mechanical engineer located in an advanced colony on Mars. The colony is under civil disorder with an army of robots made to maintain the colony turn against the humans and massacre everyone in the facilities. You will fight these robots with modified tools you've crafted with resources around you, and use the environment to help eliminate your opponents through traps, mass environment manipulation, and puzzles that give you opportunities for advancement. You'll meet a variety of characters and aim to figure out who is responsible for this tragedy and why, only to begin doubting those around you and what is really going on here. Player decision will be important, as not only does it affect how many people you save from the colony, but the finale decision of the future of the colony itself.
Location
The colony is an amalgamation of the greatest minds on Earth, all congregated by the multitrillion dollar called Mantis, ran by the sole owner of the company since it's beginnings 60 years ago, Dr. Ivan Basov. Dr. Basov is an inconceivable genius, leading the Manstic corporation to produce a number of breakthrough medications and treatments for cancers, new age antibiotics, mental illnesses, and more. Constructing new age highly efficient nuclear facilities for nations across the world, high yield wind farms, low energy oceanic osmosis facilities for unlimited water access. Continued breakthrough innovations from Dr. Basov and his company has made them the richest in the world and with the ambition to continue the benefitting of humanity's progress, his next goal was to pursue the ultimate colonization of mars, including the absolute terraforming of the planet suitable enough for continued sustained life.
Dr. Basov managed to live healthily till the age of 106, passing in the year 2040. His death took place on Mars itself, and not much is known of his death except that he simply passed in his sleep. In his ripe old age, he still managed to lead the Mantis Corporation to its endeavors currently in the year 2043, a total of 6 years of the colony's life span, and plans to continue on forth for humanity, even past his death.
The colony itself is not only home to humanity's attempt in the ecological and logistical colonization of Mars, but also commiting research to advance robotics, interstellar travel, nuclear fusion, gravitational manipulation, mass planetary terriforming, bio engineering and more.
The entire planet of Mars is orbited by 2 gigantic magnetic satellites, a 3rd finishing it's construction on the surface, who's purpose is to create a magnetic field around Mars large enough to deflect solar radiation from its surface. The base itself is divided into three domes, each holding their own collection of research facilities focusing on their respective goals. They are self sustained through hydroponic farming and self producing oxygen, both by utilizing the water trapped at the polar ice caps of the planet. The entire colony is built and maintained by an army of advanced robots built for the specific role of tending to the colony.
Hulk like units 10 foot tall utilizing their hydraulic powered bodies and hammer fists to maintain the domes giant steel support beams from the outside. Agile driods called beamers that climb around the facility on the outside of buildings to maintain and build modular units to the towers themselves. Other variety of robots built specifically for the individual roles they take on, manual labor outside the domes, emergency services for problems like electrical fires, human injury from malfunctioned machinery or collapsed structure, ect. These robots, developed and manufactured within the colony, are controlled by an internetwork manned in the robotics facility, and it is here where the beginnings of a civil revolt within the colony.
Plot
You are an experienced mechanical engineer, let's call him Leo, who is joining into a multi trillion dollar company that is heading humanity's colonization of Mars, and flown out through space to join the organizations already established colony that was mentioned before. The protagonist's ambition for this move is motivated by his older brother, a nuclear physicist who has already been residing in the colony for years now, who Leo is finally joining to both be apart of something greater than themselves like they've always wanted.
For brevity sake, I'll skip parts of the story to get into the main plot. After you are escorted around part of the first dome you'll be exploring in the game by your brother, a series of events happen which causes you and your brother to split up to take care of an emergency happened in 2 of the three domes. After you are done with this tutorial segment, you'll come to find out that in the dome your brother went to, the oxygenation systems are being hijacked and pure oxygen is being pumped into the air and a rapid rate. This is not only going to knock out and suffocate the individuals residing in the dome, but is at risk of complete ignition torching the entire dome itself.
You meet your bother halfway into the connecting tunnels of the two domes, only to discover the doors between the two of you are under emergency lockdown, unable to be forced open. As you are forced to watch through the glass, your brother loses consciousness and shortly after, a engulfing wave of flame bursts through the tunnel, killing him instantly and blowing off the seperating door of the chamber knocking Leo out. Leo, protected by emergency solid steel walls activated by breach of the chamber door, wakes up hours after. Dealing with the grief of losing his brother, Leo finds his way out of the tunnels into the previous dome before. He then comes to find out that there was not only one tragedy in the base, as he witnesses a facility torn apart with corpses of faculty members smeared about.
In his absence, the army of robots used to maintain the colony has turned against the humans that reside, seemingly hijacked by the network that controls their operating procedures. A person or group has installed program into the network that turned the robots against the facility members and massacred them, still on the hunt for any remaining survivors that reside in the last two domes of the colony. Looking to avenge your brother's death, discover why these massacres are happening and who's responsible, Leo will utilize his skills as a highly advance mechanical engineer to combat the hostile robots and search the base.
Gameplay
Tools
Leo will use the resources found among the base to retrofit his own weapons to combat the robots in anyway he can. The robots themselves will have a system similar to those found in the RoboDinos you'd find in Horizon Zero Dawn, a collection of parts that could be dismantled by force either to disable the enemy or break off armor exposing the vulnerable internals within. You can also collect these parts fallen off for weapon creation, maintenance, and ammunition production.
Overdrive Bolt Gun: A single shot heavy bolt gun taken from a destroyed Hulk unit used to fire thick 5 inch bolts from short to medium range. It is devastation to both chinking off armor/parts and damaging internals of the robots.
Nitro-nade: A glove created by Leo with parts from an emergency support droid, which rapidly fills emergency hyper-pressurized capsules with liquid nitrogen that can be thrown and detonated. Formerly used for rapid fire suppression, these nades will cause a frozen affect to sections of a robot, debilitating that parts movement (arms for attacking, legs for movement) and leaving the armor/parts of the robot brittle, giving Leo the opportunity to break them at a faster rate than before. These nades can be upgraded to the point of releasing ignitee fuel later in the game.
The Coil rifle: A retrofitted Tesla coil that produces an arch of electricity that can damage and/or stun a robot. Those robots too resilient to stunning, certain electronic parts will temporarily malfunction. Communications array: Prevent the robot from alerting others in the area. Long range electronic weaponry like Emergency Support droids nitronades rendered unusable. The Hulk's charged hammer fists or bolt guns.
Plasma repulse boots: Prototype boots found in the facility, potentially used for plasma propulsion in outer space, modified by Leo to use as a jump boost to upper floors, far away platforms, or climbing on certain sections of a building.
Just a few of the tools you'll create and discover in game.
**Combat
You the player will explore a semi open world similar to a mix of dead space and doom 2016, where you can hack into, sneak around, or face directly the army of robots that have turned hostile. Not only can you fight them directly with your weapons, but you can utilize the environment of the facility around you. Semi-destructable environments, half built platforms and walls that can be broken down to trap/damage enemies. Support beams, hanging scaffolding, and other mechanisms used for the colony's construction can be activated/destroyed to damage the robots.
Imagine a hanging scaffolding held by two support chains. You could fire a bolt into one of the chains, causing the platform to swiftly swing across the area on one chain, taking out enemies in its path. See a set of agile Beamers climbing down the building to attack you? Blow off some support beams or walls above them to collapse and knock them clean off the tower. You can sneak around and breaking open potentially useful machinery in the game area, setting them up for traps you can use later in direct combat. Freeze enemies in place for prime placement of any of the traps you've set up. Hack into robots themselves to cause mayhem. There would be a wide variety of things to manipulate to deal with the enemy. You'll be somewhat fast moving with your pulse boots, but will have to rely on quick thinking and purposeful actions to get through the battles ahead.
You'll face a collection of different enemies in a single area, who will all utilize their environment in their own ways due to their specific specializations. Pay attention to their habits, actions, purposes and use the environment against them with support from the tools in your arsenal. Some of them will be easy to dispatch, while others will take more than a couple of limbs missing for them to be brought down. Some wont think twice about destroying the environment around them, anything to dispatch you quickly.
Environmental puzzles will be common place around the map, as you'll need to learn about the different mechanical devices controlling the area, manipulation platforms, bridges, sealed walls, and more into opening up more of the map or give you new opportunities to advance your characters capabilities.
In this colony, anything could go wrong. A collapsing building as you are climbing down its scaffolding, radiation leak from the nuclear research station; Even a deadly game of cat and mouse where you find yourself in a station outside the domes to download some files in its computers, only to find the building breached and devoided of air. You'll clamber around the station in your space suit in total silence, as noise does not travel in a vacuum. What resides in the station is a Hulk, who does not need sound to find you. Instead it uses its vibratory sensors, formerly used to find structural defects in steel support beams, to locate you while you are disturbing the environment. You will not be able to hear it, but it will sense you. And you'll need to stay ever vigilante if you don't want to be pounded into paste when the Hulk finds you.
Story*
On Leo's journey to finding the perpetrator of the colony's collapse and how to escape it, he will find other scientists in the base, including Maria, a world renown Engineering physicist, former right hand of Dr. basov for 15 years, and current leader of the Colony. Maria will be by your side through radio to lead you throughout the colony, putting you on missions to save other facility members, fix desmantled infrastructure and systems putting the rest of the colony in danger, and help you find clues on the person responsible for everything. A collection of other characters will follow, giving you more insight of the bases operations, ambitions, and secrets.
Midway into this journey, you'll discover an unlikely character. A true Android decked out with wildly advanced technology such as ultra strengthen metal alloys, a hyper vibrating heated blade, and a mini nuclear fusion reactor that is the first of its kind. This android saves you from a Hulk about to smash you into pieces, and in confronting this android after the battle, they introduce themselves to you as Dr. Ivan Basov. It is explained to Leo by Dr. Basov that in his last year of human life, his body was rapidly deteriorating, unable to handle anymore mechanical augments/organs to sustain itself. In knowing in his eventual demise, he created a capable android body in which he could place his brain in and control efficiently. This endeavor was decided on by his belief that if he were to permanently die, that the colonization project might faulter in its direction without his leadership. This was kept secret among the leadership in the colony, including by Maria. This realization is meant to be a controversial one, with the doubt set into the player of what is really happening throughout the story.
You will come to find out about other secret projects happening in the colony, as the Mantis corporation is using the colony as a regulatorily unchecked base of operations. Not only does your trust in characters like Dr. Basov and Maria faulter, but you begin to question your own brother's involvement with you've begin to discover in your journey.
You will even find yourself at a certain story event, where Dr. basov says he managed to capture and detain the perpetrator that hijacked the oxygen systems in the burnt down dome. He gives you directions to this individual, mention that he "is finally ready for interrogation". As he takes off to deal with an emergency in another area, you head to the detainment facility, only to find out it is in Dr. Basov's personally research station. In this building, you find the very computational devices and mechanisms Dr. Basov used to construct his robot body and implant his brain into.
In the middle of the room, you find a brain floating in a jar, connected to a highly advanced computer hooked up to the brain. It is then you confront Dr. Basov through the radio about what you are looking at. Dr. Basov tells you that in the rubble of the dome previously ignited, he managed to find the body of the individual who caused the disaster. He then took the body to his research station, extracting the damaged brain within its skull and placing it in the jar. He managed to connect the man's brain back together, stable enough to communicate through the computer. He knew the brain was under a seriously damaged state, but continued to process electrical activity into the brain to support a conscious state.
As you begin communicating with this brain, you soon understand that the man trapped in the jar is experiencing a torturous stimulation of pain and psycosis, where every thought and memory is putting it through unimaginable psychotic stress. Dr. Basov insists that in order to get information out of the perpetrator, you must commit to exploiting it's psychosis and trick it into giving you any clue it can. It is painful for the brain to put together coherent thoughts or memories it, as you continue communicating with it, enacting electrical stimulation into the brain to force it to come to conclusions on its incoherent thoughts. After this dilemma, you'll begin to question the ethics of what's happened in this facility, and if Dr. Basov is not himself going through psychosis.
As the story goes on, Leo will begin questioning what is really happening in this base. Many opportunities will come to decide on what actions to commit to that will save the inhabitants of the domes. Your decisions will impact how many of these facility members you save and you will need to make the final decision on the future of the colony.
^(I don't really like the term "metroidbrania" but we'll use it anyway)
There are four big inspirations for this:
-Knowledge-gated games like Rainworld, OuterWilds and Tunic which either limit your access to locations based on your knowledge of the games systems, contain many in-depth techniques that you aren't told about and have minimal tutorials, or both
-That feeling when you come back to a game after a long time and don't remember any of the controls so you have to flounder around being shot to death while you try to remember which button is dodge
-Using a software like photoshop for the first time and being overwhelmed by all the options and tools and not knowing how to do what you want to do
-Learning to drive in real life
The story doesn't matter beyond how it contextualises the mechanics, but basically you're literally just some guy who for PlotReasons has to steal a spaceship that you have no clue how to fly. Everything from the basic controls of moving the ship to extremely advanced maneuvers is available from the beginning, but not explained in a tutorial.
You have to figure out what everything does through experimenting, chatting with other pilots (NPCs), and discovering collectable data files which contain tips and tricks.
In addition to the controls of the ship, aspects of the physics system would also be mysteries for you to figure out through trial and error.
I love the idea of finding out stuff like "Oh, I can use a planet's gravity as a slingshot to increase my speed!" "Oh, my ship goes faster when I shut off the shields!" "Oh, that model of battleship creates openings in its shields to let its drones out, and you can shoot missiles through or fly through yourself and get underneath its forcefield!"
I would also want to make the combat unreliable enough, either through limited ammo, weak weapons, powerful enemies, or the possibility of the ship breaking down - basically anything that would force the player to improvise, so that instead of being a shooting gallery once you know what you're doing, you're encouraged to try more interesting movie-setpiece like gambits, like baiting your pursuers into crashing into an asteroid or stuff like that.
It might also be cool to contextualise each button press as corresponding to a specific thing inside the cockpit - that way characters wouldn't tell you "Hold ZR and ZL to strafe" they'd say "if you shift this lever into neutral while pivoting this dial you'll keep flying to the side" - maybe you could even have the player have two hands (or four... we ARE in space) that they have to manually move about the cockpit to control stuff.
But, uh, all that might be even MORE confusing and overwhelming for players than this concept already is. So maybe not.
As well as all this, you could also have typical metroidvania progression with upgrades to the ship - this engine lets you warp to this system, this shielding lets you withstand the lava ocean on that planet, whatever.
I think it'd also be cool to unlock access to areas by having to chart out a path through hyperspace, and give players a chance to skip the maps that would serve as "keys" to new areas if they can figure out themselves what the charting is (either because they were able to learn how it works, they remember it from another playthrough, they realised that the mural on the ceiling of an ancient alien temple was actually a map to somewhere, or they just risked it with a guess)
OkayOkay what do ya'll think
I'm making like a sidescroll run'gun game. The main gimmick is to shoot the enemies like in 8 directions with a gun. But it's only for long range. The character can use a variety of weapons to shoot. I thought about a quick melee attack for close range.
First a leg sweep to knock the enemy to the ground. Normally, if an enemy comes running, I could stomp and shoot in the ground.
But I had this idea in my head to use the sniper as a weapon (as a melee weapon). The only inspiration I have is from Metal Gear Solid (especially MGS3), which could disarm the enemy. I personally don't want to focus on disarming the enemy with the and and the body (like judo).
I am thinking in quick reactions like slamming the sniper barrel (tip) into the enemy to stun them (idle) and then open fire. Of course this gimmick could be combined perfectly as I could clean up enemies close by and quickly shoot others far away.
Right now I'm open to suggestions, and if you have other source of inspiration for this gimmick, please refer in the comments sections.
Anyway, thanks for the help!
Enemy that tposes to draw in player. The idea of an enemy that has the meta knowledge of bugs in games. Enemy that tposes to draw in player. The idea of an enemy that has the meta knowledge of bugs in games. Enemy that tposes to draw in player. The idea of an enemy that has the meta knowledge of bugs in games. Enemy that tposes to draw in player. The idea of an enemy that has the meta knowledge of bugs in games. Enemy that tposes to draw in player. The idea of an enemy that has the meta knowledge of bugs in games. Enemy that tposes to draw in player. The idea of an enemy that has the meta knowledge of bugs in games. Enemy that tposes to draw in player. The idea of an enemy that has the meta knowledge of bugs in games. Enemy that tposes to draw in player. The idea of an enemy that has the meta knowledge of bugs in games. Enemy that tposes to draw in player. The idea of an enemy that has the meta knowledge of bugs in games. Enemy that tposes to draw in player. The idea of an enemy that has the meta knowledge of bugs in games. Enemy that tposes to draw in player. The idea of an enemy that has the meta knowledge of bugs in games. Enemy that tposes to draw in player. The idea of an enemy that has the meta knowledge of bugs in games. Sorry for spam just wanted to share simple idea but guidelines suck.
Idea/Plan
------CHARACTERS------
---------GAMEPLAY--------
- Free Roam Gameplay.
- Free decisions of entertainment such as hotspots with music “ Bars/Clubs/Squares/Parks/Parties/Events.
- Creation of bands with different unique styles or having a career with preferred style .
- Decisions of players in story mode will affect how their characters story will end .
- Multiple ends for each story character – Realistic/Optimistic/Pesimistic/Depression/Anger/Tired-Wornout/Stable.
- Options for relationship in social life of each character such as Friendship/Romance/Hate/Rival/Empathy.
- Free Social life : Use of social media and system of messaging and hosting a event/party/hang out.
- Optional setting for realistic set-up in free roam gameplay: Sleep, Hunger, Thirst, Social or Loner path.
- Mission’s where Story characters will share same place at the time for competitions .
- Players will have free will of practicing their instruments – Tip – It will affect their story ending and characters future.
- Some of story characters will have option of finding other protagonists if their location is letting them do that.
- Story characters will have freedom by players decision how their relationship will go meaning – Romantic/Friendship/Rivals/Accquantice/Band-Orchestra members.
- Each of story character will have its unique style and preference of music genre-P.S Players can change that by making their protagonist going to certain path they choose.
- Details in game will allow players to experience in both story and free roam gameplay, emotions of protagonist, decisions of their will, interactive world ambient, AI/NPC interactions and be in presence of some randomized event or daily life like situations.
- "stress meter" affected by practice, competitions, social interactions, and personal conflicts. High stress could impact gameplay, while managing it could unlock unique interactions or help the character in competitions.
- While practicing players will experience different and unique moments and feeling. Some musicians that are virtuous or have calm and passive parents supervision will enjoy while practicing with no stress (if situation is allowing it) while some of story characters can have anxiety and stress if their parents are strict meaning they can and will come into room to check what they are doing or demand that you practice in front of them.
Picture, if you will, a game about untangling a conflict before it becomes unreasonable.
You are the 'unbiased' third party, called into an argument to find a solution that will make all parties -mayhaps not happy, per se, but satisfied. You're introduction may be as simple as a resolution for a chore rotation to heal a strained relationship, or maybe the restoration of stolen property after the thief sold it to a pawn shop. all you know of the world is the people at your table and slowly, deal by deal and personality by personality - a painting is written. What kind of world do you inhabit?
is it a Fantasy, in which you are mediating grain doles to a feudal lord, the rightful reward for slaying the dragon or shipments of magical reagents to the local wizard?
Is it science fiction of some flavor, where you are finding the reasonable middle ground in-between cybernetic augmentation, space ships and megacorporations?
Is it urban, modern day; with the trappings and drudgery of a 9-5 in a society that constantly feels on the edge of collapse - be that imagined or real, depending on ones view of the media streams delivering the news?
The idea i propose is a game which is almost entirely backroom deals, with minimal art and much writing. An original world built by the knowledge gathered through shaking hands with the high and the low. The game could release with simply a story of a small town or a city experiencing strife and be expanded by DLC, or the DLC could be entirely new settings (or even crossovers from other properties!). The story would play out over time, and every deal would show you the aftermath of your individual choices. No moral judgements - you are not the swing of the sword, the kick of the chair or the pull of the trigger. A mediation of a divorce could simply tell you the state of the children / properties, or reveal that a particularly lopsided agreement ended with someone taking their own life.
The most work in my view (with no actual experience in game creation) would be the writing - figure out how these pieces come together and, in the worst cases, fall apart. Followed by art, depending on how you would go about depicting multiple endings if you decided to whatsoever.
Thank you for reading my dumb idea, and I wish you the best.
This game idea that I believe would be the best car game out, however needs to be executed perfectly. In my idea I say the game needs to take aspects from 4 games, street legal racing redline, beamng drive, forza, and off-road outlaws. Street legal racing: I think the story line is the aspect needed such as spawning in with X amount of money and having different dealerships to choose from whilst the cars change if you wait long enough (they change due to the game acting like people are going in and buying the cars) and then having to completely tune/upgrade/repair the car your self with mechanics similar to car mechanic sim. After your car is ready you can either go do day time street races, night time street races, or track racing. (Slrr has drag and derby already I'd say to add drift. more on off-road later) there are 3 racing clubs and you have to climb to the top to unlock the final race Beamng: I think the physics is the aspect needed from beamng, such as the crashing and the handling I think it would tie this together well Forza: I think the graphics and some gameplay is the aspects needed here The graphics for forza are pretty good I think they would look better in this game due to the fact it would have to render the entire car such as the engine and stuff that forza wouldn't normally render. I also think adding the barn finds from for a to this type of game would be cool. Also with a map in similar size to forza Gigabit offroad: I think this is the only game that really captures off-road experience (it's a mobile game) (honestly scratch my whole idea just make a pc high graphic version of this game and you will get sales) nah but for real I think adding the off-road aspect of this game to all of this and you'll have yourself the perfect story car/truck/rally/racing/streetracing/drift/drag/roleplay game To make money add jobs like deliveries, maybe a car selling thing like getting old broken cars and fixing them for a profit, races/ betting on street races, make missions in the off road aspect, if you run from cops add something like some dash cams you can buy to sell the footage, be creative AND ADD LOTS OF customization like way more then enough. Every single part for every car should have like 20 options, if it's a bumper I wanna see 20 bumper options (if it applies to the car) or if it's headers I wanna see all the options for that like long tube, short tube, mid tube, equal length (for all them) and un equal length. And make sure that they all do what they do in real life. I understand this game would be very very hard to make and would probably take years but this would be THE perfect car game in my opinion lmk what you think🤔
Hi,
I need some help refining an idea I have. I have this idea for an incremental game around cyber security. You are responsible for keeping your data safe at your company, when ever you find data breaches you have to deal with it.
The core mechanic would be a wave based game loop going from "preparation" to "defend" and loop. The gameplay will follow a more active incremental playstyle, so starting from maybe clicker (still decider) to some automated defender to firewalls and different tactics.
After each wave, you will earn a certain amount of resource and it allows you to purchase upgrades etc. Later down the line I want to introduce some sort of builds/paths so there's a bit more strategy introduced into the game.
Off the top of my head I think within a wave there could be two main areas: Patching Vulnerabilities, and Counter Attacks. So you're not only defending but can take measures to counter attack and get some bonus resource along with it.
My questions is, if you were to imagine this game, What do you think would suit the game? would it make sense starting with a clicker? Or would some other mechanic fits the theme better?
I'm still having trouble envisioning the way waves are played, so open to any suggestions.
Thanks
X Statement
An open world survival game with a focus not on combat but on finding a cure and restoring humanity.
Setting
Set in a world recovering from a zombie apocalypse, players have access to a high-tech underground lab designed to find a cure and gradually rehabilitate zombies. Unfortunately the lab was damaged and many of it's systems are offline, out of power and broken. The game’s goal isn’t just survival but restoring civilization by gradually turning zombies back into humans, each stage bringing the world closer to stability.
This is meant to be a more casual/chill experience, it is not meant to take itself super seriously. There is no combat and there are no other humans alive. Zombies will largely ignore you unless you get too close and if they hit you, you'll become infected and die.
The game would support Co-op and would take place in an ~4x4km map with various POIs. Building would be limited to small objects like camp fires, etc.
High Level
The game would be broken up into three phases:
In Phase 1, players will focus on moving outside of their lab to gather resources. Batteries, fuel, food, water. Hardware to repair damages systems, etc. The goal is for you to establish your base of operations. The setting is a large underground base that is offline and broken. By the end of the phase, you've restored the base and its equipment and have access to a number of new stations for crafting and working on a cure.
In Phase 2, player will focus on finding the cure. This requires you to venture out further, gathering samples and even zombies so that you can break down the virus. There will be a core "Progression" to the virus cure that requires you to find a number of unique samples in order to complete the cure.
In Phase 3, players will focus on deploying the cure. First locally, firing small doses at zombies walking around and later through machines and even rockets built to disperse the cure. This will require the help of a handful of specific people you need to find, cure and utilize.
This game combines strategic team-based combat with intense solo defense in a two-phase structure. In Phase 1 (Arena), four factions battle in a 5v5v5v5 format, stacking buffs and competing for dominance. The top player transitions to Phase 2 (Fortress) as the "Exiled," retreating to a fortress to defend against all attackers. Success depends on strategic skill, faction abilities, and customized defenses, with extensive customization options and multiple game modes for replayability.
Faction System
Character Customization
In Progress
What’s one of the most fun parts of a game? A boss fight. What’s not fun about them? They’re rare throughout a game and take a lot to get to them. What if there was a game where you could customize the boss, arena, your abilities, the fight setup, and publish them?
Arena Customization Ex:
Lava base with spike walls, place damaging spikes (set to 50 damage on hit and burn for 1 second), 59 area width, circular, and at random times 5-10 seconds one [CUSTOM ENEMY] spawns in selected area.
Player Customization Ex:
160 Health, given [CUSTOM SWORD], with dash (set to 10 meters, I-frames enabled, and no cooldown) and parry (set to parry front, 0.5-second parry window, and 100% damage blocked)
Boss Customization Ex:
5000 Health, (style customization similar to the game “Spore”) left arm can smash every 5 seconds and 1-Hits on contact with 6-meter radius shockwave that stuns for 4 seconds dealing 10 damage.
And these are just examples, there’d be much more to do. You could upload levels with titles, descriptions, and difficulty. You could share and save levels, try to get the best time on one, deal the most damage, etc. It’d also be relatively small compared to games like COD. There would be a campaign that acts as a tutorial for abilities and items but because of the customization you could never be prepared for anything. For example, you could fight with a longsword but a custom level would have a longsword 1.5x longer with a 0.5 speed debuff. Updates would give more campaigns and things to customize with as well. One feature it’d have which I wish more games had was actual impossible difficulty. You can get 100% of achievements without beating it and it’d be on a separate part of the campaign so it’d show 100% on campaign, but it would have many more levels. Maybe 1-10, 1 being insanely difficult going to 10 which you need insane luck and mastery to beat it. And after 10, there’s the literally impossible level where you can’t win in any way. You don’t kill the boss, hit certain things to blow up arena, or live long enough, you simply last as long as possible. Here’s a full example of a possible but more simple level.
Game Settings:
10-Minute survival, boss crits can end it (hitting all crit spots), fail after time out.
Boss:
30-Meters tall, cactus-style (thorns on every part by melee except crit spot in head, crit has 400 HP before breaking, thorns deal 100% damage back to attacker then break), 10 MPS (meters per second) speed, has “boost” ability to travel at 40 MPS for 2 seconds with limited turning enabled. Attacks with laser from eye (60% accuracy, +40% accuracy on 30% or lower health but increases attack cooldown by 3 seconds), 10-Second attack CD, every 0.1-second deals 5 damage to players in 2-unit thick beam size with no splash damage. Unaffected by attacks anywhere else.
Players:
30 Health, equipped with dagger (29 damage) and short bow (30 damage). 20 MPS speed, no abilities. Has grapple with no CD or duration, 20 M range and 0 damage, lets players slide around but not lift off ground.
Arena:
Circular, 100-meter width, flat floor, reflective black all around, normal evening sky, low clouds.
A pvp game with different characters like Brawl Stars, 8 players battles all versus all,the goal Is to kill enemies while not being killed (After 5 deaths you will not respawn and you lose). Characters have base attacks and special abilities that get activated in many cases when player kills an enemy. Characters will be something like:
Human: 30 damage per hit, 100 Life points, spawns meat after killing enemy, picking up meat heals 30 Life points.
Thor: 25 damage per hit, 100 Life points, After killing and enemy spawns 3 thunderbolts in random zones of the map that damage enemies for 30 damage.
Dog: 30 damage per hit, 90 Life points, Is faster than other characters, after killing enemy boosts his speed for 5 seconds.
Zombie: 25 damage per hit, 90 Life points, he has more range than other characters, poisons enemies when they are hitted, poisons makes them lose 10 health every 1,5 seconds for 4,5 seconds.
Torch: 100 Life points, charges his Attack it has a bit more range than others except Zombie, not charged deals 10, half charged deals 25, full charged deals 45, if he kills an enemy he leaves a Fire circle on it, if an enemy walks on the Fire circle, It gets damaged for 10 damage.
Robot: 40 damage per hit, 110 Life points, he is a bit slower than other characters, has no ability cause he is strong enough.
If you want to make the game please contact me,I don't want to spend or gain money, also sorry for my horrible english, but I am a 13 years old italian boy.