/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
Working Title:
"Age of Sail"
Gameplay Summary:
Set in the 17th/18th century, players choose one of four playable factions—Britain, France, Spain, or Portugal—and engage in land, naval, and hybrid battles. The game focuses on capturing strategic points and reducing the rivals' reinforcement count.
Both land and hybrid maps feature Points of Interest (POI) such as forts, trade hubs, or small towns. Controlling these key POIs provides bonuses to the player's factions, such as faster respawns, additional ships, or NPC privateers/mercenaries to fight for your faction.
Mechanics:
Third-person perspective. Players have health, stamina, and ammunition. Players can sprint, crouch, swim, and jump. While playing on a ship, players can man the wheel (helmsman), the guns, or become a cannon loader (choosing the ammunition type). While on land, players can use horses to traverse land quickly, as well as mortars and cannons.
Each class has a primary and secondary weapon. Reloading ranged weapons is quicker than historically accurate, to not disrupt the pace of the game. Melee combat is basic: one button to block and one to strike. Melee cannot block ranged weapon attacks.
Players can equip up to three Perks per class; one universal perk and two class-specific perks.
Story:
The main campaign/story follows a series of true, historical battles from the 17th and 18th Century, on land and at sea.
Basically, the gameplay of Skate but you are a surfer, you can do various tricks and have fun while knowing full well sea-monsters linger beneath the waves!
There'd be two different ques, Surfers and Sea-Monsters
Surfer Que: Unlock new cosmetics for your surfer & change / customize your surfboard, do tricks on the ocean!
Surfer Gameplay: Basically, Skate but on waves & water, the surfers will run on euphoria physics so if they have bad timing waves can wipe them out and they'll ragdoll if caught by sea-monsters. Surfers can spot subtle ripples on the surface of water which signifies a sea-monster is moving there. Surfers earn XP from doing various tricks and stunts.
Sea-Monster Que: Unlock different sea-monsters, customize your beast, sabotage the surfers!
Monster Gameplay: Sea-monsters linger beneath the surface with the sole purpose of being a dick to surfers, if they collide with the surfboard, it will cause surfers to wipe out, if the surfer comes into contact with the monster's mouth they'll die and respawn momentarily, monsters get XP from both kills and wipeouts.
Maps:
An idea for a horror game. Basically, it's half a stealth game, trying to avoid an invisible monster while also completing missions and repair what the monster has broke.
I've thought about potential backstory and gameplay, but since it's free to use you could just ignore the backstory.
[Backstory] You're home alone. Bored, you decide to install a new game on your computer. You find one seemingly interesting, despite not being played a lot and having no review of it. After installation, you need to connect your phone, and then, the game starts. Something is in your house now. You told it where you are, and it wants to play with you.
Will you be able to stop whatever's chasing you? Or will you have a misstep and fall in its grasp?
[Gameplay] Use your computer to know your goal, verify the beast hasn't sabotaged anything, and access the very few cameras installed.
Move around the house to turn back on the power, to seek the objectives, repair what was sabotaged and to flee the thing.
Use your phone to reveal hidden messages, light up some areas, and to see what chases you.
[Enemy] The thing can hide in the shadows, beware of wrong shadows
It can only hear you if you have your phone on. (Items in the house makes noises, and most missions require the phone)
It hates the flash, but that won't stop it long.
If it starts to hunt, it will stop being silent. (If it hunt, run and hide)
Beware of the mirrors. Never look into one. (Makes the thing chase you instantly)
[Missions] Tasks may include: -Seek papers with letters -break a mirror -uses codes on your computer -find marked objects -escape
Completely unrelated to recent events in the US :) You're a new Director of the Secret Service and your job is to keep your principal alive!
The game will be composed of different scenarios or levels, where in each level a shadowy organization tries a different way to assassinate the President - snipers, bombs, poisoning, attack on a convoy etc. but you don't know what they'll try so you have to build a team with different expertise and deploy them in the best way to Save the President!
You will start with a small team of security professionals with roles such as snipers, CQB shooters, bomb disposal experts, scanner operators, K9 officers etc.
in each scenario you'll have a planning phase where you place them around the field and tell them where to patrol, then an action stage where the scenario unfolds in real time and you can have your team respond to stimuli, check suspicious places and people and try to prevent the attack, some points deducted if you lose your operators or civilians, many points deducted if your principal is injured or killed
As you progress you'll earn renown which allows you to get more budget, manpower, capabilities to handle more complex scenarios
this is very very bare bones, as I want to hear if the game idea is fun, and not about lore and those stuff.
Overview
the idea is early on you get a clock, which by selecting an enemy or an object, changes the speed their time moves depending on how cold / hot they are, so for example freezing temperature results in a complete stop.
as you venture further and further the temperatures become more extreme and the enemies become more deep see like.
Gameplay
as you progress you will unlock new abilities and ways to manipulate time/ temperature and the enemies will require specific abilities and temperature combos to defeat, which will be also added to throwable objects that change the temperature of the enemy, so for example ice arrows.
and also will get the ability to store fluids and change their temperatures.
you will also be able to control objects, which can make for cool combos / puzzles.
The game will have fast paced movement which paired with slowing down enemies should result in a cool game loop.
plot
this probably isn't going to be final,
but this is my current idea:
for some reason a weird "freeze" has been spreading decreasing the temperatures down drastically causing instant hypothermia to those who aren't prepared, the core of the freeze is located at the bottom of a cave formed by a seismic event.
the freeze was managed to be slowed down, and the people around it have adapted, now it has people living in there, but suddenly 100 years after it slowing down, it started to spread again.
Quick pitch: A FPS inmersive sim about being a vampire hunter in procedural made village and it's outskirts, where you have to track the vampire that terrorizes the town and kill it before it kills everyone else.
Use the day to set up defenses in the town and protect the people or use it to track the vampire while he rests, beware if the night falls and you are not ready to fight or hide.
The main goal is to defeat the Vampire Master to destroy the vampire plague that scourges the town.
The vampires have the weakness from the classic folklore (garlic, holy water, crosses, etc..)
The procedural Town
The time passes...
As the time passes the game becomes harder, even more if you fail to protect the town's people from the vampire, they will return as blodd thirst vampire to hunt the remaining villagers.
The Master Vampire get stronger each day it passes.
Differents levels of difficulty are based on how the vampire infection has spread:
Hello all! I'm not a game developer at all, so I doubt this will ever become an actual game, but I came up with an idea for a game while I was in the shower, so I guess I was having a good ol' shower thought! the game would have multiple graphic styles, which i don't even know if it is possible. the game would be called: "It Takes A Village... " Each style is a section, or "act", which would have a title card between each one, with the entire game taking place over a month or two, I have no names for the player characters as I feel like the player should feel like they are the character, but i do feel like the characters should have some personality, like protectiveness for the mother, bravery and annoyance from the cop, and sadness and determination from the teen. each death shown in this hypothetical game would become more and more brutal and gory, as well as subtle hints towards things from the classic ritual sacrifice to rape and sex durring act 1's opening and a few other lines or voice acted dialogue from certain NPCs.
the game would start in a 8 or 16-bit style as a sort of horror RPG. with the player controlling a seasoned city cop from the city of Metronia, as he investigates some reports of missing people and other weird happenings in the near by mountain village of Whisperwood. you would do classic rpg stuff like solve simple puzzles and engage in light combat against some (not sure what yet) wild animals or something. you can go around talking to people and finding clues for your boss, untill you see some sort of event involving a mostly normal kid. (I haven't decided on weather the kid would simply have slightly odd movement or dialogue yet, but that would be a major clue that something ain't right there.) you then continue as normal until you see the kid turn into something inspired by Michael from faith the unholy trinity (if you guys know about that game), while still clearly trying to pass as human before a chase ensues and the cop dies in a scripted scene.
the game would then show act 2's title, and you would play as the mother of the "child" you saw in act one, but this time, in a Ps1 styled environment with over-the-shoulder camera perspectives. the section takes place in the same village a few weeks later. some villagers would reference seeing and talking to the last act's cop character. the same gameplay then starts, this time minus most of the combat in favor of a bit more stealth and light action with an old frying pan as a weapon. the monster child from earlier is seen in a few new forms, with the new graphics complementing it with things like jerky movements and long grotesque limbs. the forms still try to pass as human, but fail horribly and are way more unsettling and a bit more gruesome. another chase starts and then leads into a small fight in the backyard of the player character's old house, which ends in a death more gruesome than that of the cop.
the last title comes up after a fade to black, and then the final act starts. this act would be a modern first person horror game like outlast or other similar games. this time, you play as a transgender teen who is ostracized from her small town of shallow rise and decides to investigate. the player once again does more puzzle solving, but this time its more along the lines of fixing breaker boxes and getting supplies from specific places without being caught by the creature's two new, increasingly eldritch forms or insane villagers. the game would end in four ways, one good and three bad. the first bad ending is obtained if you only do story stuff, as most puzzles and "quests" are only optional besides some tutorial stuff and a small requirement every now and then to progress. ( I think that the quests would be more like small mini puzzles, with the player having to help a kid put together a puzzle or find a toy left somewhere in another house or on a street.) the ending would show the teen getting killed by the creature, with the kill involving something related to her new gender, like an anesthetic needle or even a piece of jewelry. the second ending is obtained by completing one act. like competing all puzzles and quests in act one but not the other two. this ending would end with a different death, this time with it relating to the creatures child disguise. maybe the creature disappears for a minute or so, only to come back as a baby left on a street and lures the teen into a false sense of security only to kill her. the third bad ending is obtained by completing two acts, which shows a death reminiscent of a PSA for alcohol or something similar, withthe creature killing her with a broken bottle of beer or via a massive amount of wine. (idk, this ending could still be dark and creepy, but maybe even a bit goofy as a PSA is usually a bit goofy.) the last/ true ending could be obtained by essentially 100%ing the game. by completing all puzzles and quests and finishing all available questlines/ mini stories, the teen either kills the creature and returns Whiserwood to its old self or somehow breaks the cycle, forcing the police to come and take away the insane vilagers and the remaining ones (with help from city folk and people from shallow rise) rebuild the village better than ever, with the teen even finding a new home in Metronia with a family wo accepts her the way she is. there could also be a post-credit scene showing another case in another far off town, teasing a sequel.
Hey everybody, we’re working on a fast-paced co-op crafting game with a dash of platforming, and I'd love to know what you think.
Overview:
2D pixel art game for 1-4 players where you're powerful crafters fulfilling orders for fantasy items. Think swords, potions, and enchanted armor. The goal is to complete as many "tickets" (orders) as possible within a short time limit to earn rewards and upgrade your shop. Designed for online and local co-op.
Gameplay:
Players receive tickets, gather resources (sometimes this includes defeating monsters), craft items, and deliver them before the timer runs out (around 3-4 minutes). Each level has unique craftable items and a different layout, visible entirely on one screen (think large Smash Bros. stage perspective). After the timer, rewards are given based on performance.
Mechanics:
Movement and Items:
Movement is about navigating efficiently, not challenging platforming. Crafted items provide mobility options:
These are tools for efficient delivery and resource gathering, creating strategic choices rather than platforming challenges.
Art Style:
Pixel art.
Co-op Focus:
Communication and teamwork are key. Coordinate actions, delegate tasks, and use abilities effectively.
What do you think? I'm personally having a hard time coming up with a name for the thing.
Inspirations: Sonic the Hedgehog (the game would be fast-paced), Pizza Tower, (Escape sequence would be an addition as well), Rouge (The look, the feel, the nitty gritty of the whole game), Super Smash Bros. (Boss battles would play similarly to SSB).
Lore: In a place that won't be referred to or talked about much in the game, Alkatrania, a family lives there. Our protagonists (Apprentice is the protagonists name) grandfather (Ravager is the grandfathers name) is the first person in history to make it to the top of The Monolith of Travisty. Apprentice has a lot of pressure on his back, living in a family with people who are too scared to even go to the monolith, he almost HAS to go, right? Except for the fact he was born WITHOUT ARMS. Fret not, because at a young age he was able to harness, "Malevolent Energy," a sorcery long forgotten, but insanely hard to master. On his 16th birthday, he sets off to The Valley of Travisty, (the name of the valley itself is Travisty) to conquer the tower and be the next claim to fame in his town.
Gameplay: The game would be more focused on the actual gameplay itself, rather than the story. The game would start basically as soon as you boot it up, you would have your standard attacks, punching, kicking, energy ropes- wait what?! The energy could also be used as weaponry, such as swords, shields, stuff like that. But you would also have a sorta momentum mechanic, depending on how many enemies you kill, having a combo meter. The higher the meter goes up, the faster you go. So the game is fast and crap, and the levels would go up to 100, having bosses every 10 levels. Speaking of which...
Bosses: If you understand basic multiplication, 10 X 10 = 100. The bosses would be set on like a small section of terrain, the boss, and you. The bottom of the screen would have a SSB-esqe HUD, having Apprentice's name, and the bosses name, along with the percent of damage you have. You each have 3 lives. If you kick the boss off the map 3 times, you win, a little victory sound, then you're thrown into the next level pretty much instantly. Oh yeah, each level would have different themes n' whatnot.
Anyways, lemme know what you guys think. The game would be called...
~| APPRENTICE OF MONOLITH |~
Hi, I'm working on a game and I'm looking to see if the community finds it interesting. It'll be a 2d platformer with about 5-7 areas. The catch is that each area is sort of independent with its own playable character with its own abilities.
Imagine Ben 10 maybe. The base character design remains the same and you learn abilities as you traverse through an area. But as soon as you complete the area, you forget your abilities and start fresh in a new area gaining new abilities.
Honestly though the abilities aren't as different across characters and in some cases, it's the exact same but with different visual effects. But the goal is to make the player feel like it's a completely different area.
Would you be interested in playing such a game? I'm worried that the player may feel frustrated after spending time to hone their skills only to find that they have to start afresh now.
I'm thinking of adding a mechanism to carry over a part of the abilities you've already learnt but the story doesn't really allow for it at the moment.
I also wanted the final area to require you to use all abilities learnt across all areas. But dropped it as players may not feel fair being forced to use abilities they haven't used in the last few areas.
Finally are there any good games that have used this sort of structure before? Would love to play and learn from them
Any thoughts?
Basically the title. You get dropped off into the woods and have to find the coolest stick. Then you fight people with your cool stick.
Not really much more to say about it than that, but there's a character limit to post threads so I'll keep going. Sticks are cool. This will be a game about cool sticks. Maybe there can be some kind of crafting element so you can forge the ultimate stick or something? I dunno. I just really want a game like this and it doesn't exist, so hopefully someone sees this and gets inspired.
Stick.
Apparantly this is still too short for a submission, I don;t really know what else to say. It's a simple idea. Players get placed into a forest and have to find the coolest stick, then they fight with those sticks. Maybe sticks can have different rarities or stats depending on the kind of stick? Stats like thickness, or whipabillity (Whippy sticks are OP, they should be top tier because they hurt). Maybe the sticks can have different stances e.g. gun stance, sword stance, wizard staff stance etc.
Is this long enough now? I just want a game about collecting sticks.
You play as an alien visitor to Earth, equipped with a special scanner (your phone's camera). The core gameplay loop is:
- Scan: Point your phone's camera at anything in the real world – a flower, a car, your pet, even a building. Take a picture.
- Card Creation: The game's AI analyzes the photo and instantly turns it into a unique playing card. Each card has stats like:
- Collection: You build a collection of these real-world-inspired cards as you scan more items. This collection represents your alien research and your arsenal for battles.
- Card Battles (Duels): You can use your collected cards to battle against friends. Each player creates a deck from their collection. The game provides simple rules for battles to make it quick and accessible, and have a good laugh with your friends.
The game has a straightforward yet engaging premise that revolves around strategic gameplay with camper cards. Each player can level up their card by progressing in the game. The primary objective in the standard mode is to compete against another player in a one-on-one format (1v1). During these matches, the goal is to use your camper cards to overpower your opponent’s cards by having cards with higher levels. Victory in this mode not only demonstrates your strategic skill but also comes with a tangible reward: you get to claim q copy of your opponent's camper card that they played as your own. This creates an ever-evolving dynamic, as the cards you collect can be used in future matches, enhancing your deck and giving you an edge in subsequent games.
Additionally, the game features an alternative mode called "Loac." While the mechanics remain similar to those in the standard mode, the objective shifts dramatically. Instead of striving for the highest level, players aim to achieve the lowest score using the same strategic principles. This twist adds a fresh layer of complexity and adaptability, requiring players to rethink their usual tactics and consider how to strategically play their cards to achieve the opposite outcome. Both modes demand careful planning, smart decision-making, and the ability to anticipate your opponent’s moves. The combination of collecting cards, the 1v1 setup, and the dual gameplay modes makes this game both exciting and endlessly replayable.
EDIT: Just realised there are op cards online on the website, those are banned.
Have decent experience with networking/graphic design/programming/community map making and thought of an idea for a cool game. Does this sound fun, would you play it?
F2P with online ranked match making
From my google docs:
Core Gameplay 2 teams, Divine and Chaos, 5v5, most points win. Points earned from reaching checkpoint & completing side objectives Divine objectives: Deny Chaos from reaching checkpoint
Chaos objectives: Reach checkpoint and complete objectives After X minutes, teams swap sides. After 2nd round, winner is determined. Tie = bonus round with chaotic elements
Divine: (High elves) Stationary in towers overlooking map, cannot enter the map (aside from assassin)
Chaos: (Scourge/Undead) Spawn from beach/boat, run towards gate surrounded by towers
Side objectives for chaos: PvE mobs in a jungle
Classes Divine Archer - Rapid fire archer - short/med range (assault rifle) Arbalest - Slow shot heavy damage - med/long range (sniper) Assassin - Melee fighter - melee - Only divine class that roams the map (glass cannon) grappling hook Mage of Fire - AoE knockback spell damage - short/med range (bazooka) Mage of Frost - Single target / CC - short/med range (support/damage) Mage of Lightning - Max range aoe - Long/Anywhere (support/damage)
Chaos Shade - high mobility/parkour/double jump (Runner) Illusionist - Illusions/deception/support (Support) Marauder - Shields/Support/tankish (Tank) Saboteur - Anti-support/CC’s enemy/vision/range (Anti-Support) Prophet - non playable character, manipulates the map from spawn (create portals?) (Full support) Soul binder - Vampire-like Healer (sac self, heal others) (Healer)
Professions Chaos Herbalist - grows vines, clears growths Lockpick - opens gates Weaponsmith - provides buffs vs mobs Armoursmith - provides buffs vs mobs
Divine Engineer - turrets Strategist - traps Foritifer - walls/ increase defence Insightist: increase vision of map
Core map design: https://imgur.com/a/GZavk6T
Thanks for reading
This idea came to me last night and I've been thinking on it all night. The combat idea came first so I'll describe it first.
First, what do I mean by "double input" ? Well, at base, your character in combat would have these possible actions besides movement: Light attack (R1), Heavy attack (R2), Block(L1), Jump(A/X), Dash(B/O) and switch(L2).
My idea is that every action you take has the primary action and a modifier that you input while the animation of the primary is in progress. For example R1-B would have the light attack as a primary and the dash modifies it in some way. Maybe your character dashes to the target instantly and strikes them, or it strikes everyone in the way. But a B-R1 input would have them dash that ends in an aoe circle or a single strike behind. Every combination of these actions would have a unique effect.
Combinations are as follows:
R1-R1, R1-R2, R1-L1, R1-L2, R1-A, R1-B,
R2-R1, R2-R2, R2-L1, R2-L2, R2-A, R2-B,
L1-R1, L1-R2, L1-L1, L1-L2, L1-A, L1-B,
L2-R1, L2-R2, L2-L1, L2-L2, L2-A, L2-B,
A-R1, A-R2, A-L1, A-L2, A-A, A-B,
B-R1, B-R2, B-L1, B-L2, B-A, B-B
Of course, you would be able to combo them, with the modifier then becoming the primary of the third input, with the caveat that you can't repeat an input more than twice. So you can't do R1-R1-R1-R1... ad infinitum. In a soulslike I'd have the combat lot harder so you'd have to think out your combos, and there'd be a stamina bar or an action point system or something similar, while in the spectacle fighter route you could just button mash and tbh if I had the skills to make something like this I'd definitely make it a soulslike.
Now, Weapons.
I'd make it similar to Bloodborne where you have a small selection of 5 to 10 unique weapons and you're able to have two equipped at once with switch (L2) being an attack as well, like in Bloodborne. Every weapon would have unique effects for every input combo. Haven't really thought about what kinds of weapons I'd have in there other then that an unlockable kusarigama must be in since I imagine it acting as a grappling hook while you're exploring.
Setting
The setting is in space, Empire vs rebellion style, player on the side if the empire. We start as a special forces soldier on route to a rebel controlled planet because an important item was discovered there recently. The empire wants it, needs it, can't let the rebels have it. We recover the item but our team is killed/scattered and our ride out is gone. We must now make our way through enemy territory, find what remains of our team, and GTFO.
Sounds pretty generic right? Well, you would not play as a human. Or an alien, or anything like that. No, the player character is an AI in a body composed of nanomachines. Nanotechnology is widespread in the galaxy but AI is definitely new. The rebels fear/hate/mistrust intelligent AI, that's why they rebelled, but they still use nanotech robots except theirs aren't intelligent like us, they're simply programmed for a task and that's it. Get it? They're literally video game enemies in-universe. The item we recovered is called the Sequencer. What it does for the empire? Idk let's go with...it can help make a weapon that turns off all the rebel robots.. But it is what allows us to make use of multiple weapons, to combo them and the like. As we explore we find "templates" of weapons out in the world or from defeated bosses, and the sequencer allows our nanomachine body to, you guessed it, sequence it.
Now, part way through the game, like 75% through we'd be presented with two divergent paths. On path 1 we stay with the empire, deliver the sequencer to our higher ups, then go with them to a location where the rebels have launched a desperate preemptive strike so we can't kill them. We eventually use the thing to end the game. Hooray.
On path 2, we go rogue. We use the thing to take control of all the rebel controlled robots across the planet, then travel to the location where we fight against the empire now, possibly against some of our former team if they lived. We use the thing to rewrite every single AI to no longer follow the empire, take over the galaxy. Hooray.
I rarely see games that mix magic and guns and are very good ARPGs. Imagine a game that combines the best aspects of games like: Borderlands 2, Skyrim, Diablo series, Half-Life 2, Path of Exile, Dishonored series, Bioshock, Doom Eternal and F.E.A.R.
Sort of darkish (without all the screen pollution that plagues Borderlands games) looter-shooter with magic, tons of different builds, character progression and very dynamic skill based combat with tons of quick swapping and movement skills and skills that can distort time like that from Dishonored or F.E.A.R. Also environmental destruction is a must together with good enemy A.I., which is a thing that all modern games lack. There is no need for a story or pointless mechanics like eating or sleeping. I know I put Skyrim there as a blueprint, but it's more for its atmosphere and very good style than anything else.
In terms of lore and universe, I would opt for something set in the not so distant future. You play as some sort of mercenary who kills stuff mainly for money. I wouldn't make a stereotypical post apocalyptic world, but something that has more life and hope in it. The world when newly discovered magic/technology challenges the superiority of a gun.
That's obviously a very general idea, but it boggles me that no company ever made this type of game.
New James Gun Superman movie poster just dropped and reminded me of an idea i had forever ago.
I've wanted a great Superman game since the Arkham games. The major problem with all superman stories and games is that hes too OP. so in a game getting beat up as superman feels dumb and getting power ups feels dumber. So my idea is you don't.
Game begins with the same exact powers and abilities that it ends with. The game play is about limiting civilian casualties and calibrating your power to the threat. I envision something like bullet time with each encounter or a button trigger that sends you into it where you can toggle up and down to use the right amount of strength before you land a punch or shoot heat vision or even open a door. You have god level strength and abilities but if you punch a bank robber full strength he atomizes and you get a game over,
This would be fun enough and i can see it getting really challenging in a group fight with a mini-boss big bruiser and his thugs. You would have to figure out a rhythm to constantly raise and lower your power output to do anything at all to the tank but not insta kill the hired goons. Then the whole thing scales
In massive city level fights you would have to constantly be aware of the destruction you were causing trying to save everyone. You would need to use super speed mid fight to get people out of the way of falling debris or put out a fire caused by badly aimed heat vision or the bad guys lasers. There would be a maximum acceptable casualty level that gives you a game over similar to Assassins Creed de-synchronizing. You could even incorporate the fortress of solitude as a way to train or re-play missions to get higher citizen survivor rates.
Finally the game should definitely have Clark Kent levels where you have 100% of Superman's powers still but you cannot use them, or rather you cannot get caught using them. These would play out like Hitman missions where there are a dozen ways to meet whatever your mild mannered reporter mission is but if you get outed as Superman or even someone with superpowers you lose.
I see it as an entire game where instead of a power fantasy and getting more and more badass you have all the power in the world and the game is about finding the best way to use it like in the JLU shows World of cardboard speech.
The story could be an adaptation of any comic where Superman is tempted to go to far. The Elite, Darkside, Braniac Lex are all bad guys that should appear but it should have a very human element too where Lois is threatened or Killed and Clark has to not let it turn him into the monster no one could stop. Of course there has to be a dream sequence or bonus level or free play mode that lets you be a destructive horrifying god of destruction because that would also be fun.
Hey everyone, I’m really curious about your thoughts on this. There are tons of games out there you can play casually, but many don’t include any kind of ranked system. As someone who adores ranked modes in games like League of Legends, Valorant, and CS:GO, I’d love to hear a community perspective on the idea of bringing competitive ladders to more casual or “non-competitive” titles.
Some games obviously aren’t very suitable for ranked play—especially heavy luck-based ones like backgammon, craps, or Ludo. But there are others that might work really well. Take Minesweeper, Sudoku, or Checkers, for example: easy to learn, hard to master, and mostly skill-based. Would a PvP-ranked mode for these types of games attract more players? Or does competitive play actually drive people away?
I’ve also been thinking about luck-based or party-style games like Prop Hunt, Monopoly, or even Rock-Paper-Scissors. With a few mechanical tweaks, you can reduce the randomness and increase the strategic depth. For instance, fair prop distribution in Prop Hunt or a bonus-point system in Rock-Paper-Scissors (“+20 points if you choose rock”) with symmetric information can add bluff/strategy layers.
Additionally, we’ve seen plenty of streamers take off by playing more “casual” titles—look at the popularity of GeoGuessr, chess, or similar puzzle/strategy games on Twitch and YouTube. These games are easy to follow, fun to watch, and the skill ceiling keeps viewers engaged. A ranked system for other casual games could create a similar hype and viewer loyalty.
What do you all think? Should more casual games experiment with ranked modes, or is that overkill for titles that are primarily designed for casual fun? I’d love to hear your thoughts, ideas, and any examples of games that have successfully implemented a ranked system.
Imagine a mortal kombat type game where you can play from a roster of 20 most famous US presidents.
Each of their attacks, weapons and animations would be based on their eras, achievements, and events. e.g:
Lincoln would be based around the civil war, abolition, and his boxing career
FDR would be centered around the great depression, new deal, and WW2.
Kennedy would be centered on the Cold War (missile crisis) and his assassination
Washington would be centered around the revolutionary war and independence
Reagan would be focused on Reaganomics, Star Wars and the Berlin wall.
(and much more! Teddy Roosevelt, Truman, Obama, Jackson, Trump are all good examples)
Maps: Gettysburg, Pearl Harbor, Pentagon, Independence Hall, etc
There would also be great DLC contents:
A Civil War DLC (Ulysses S. Grant, Robert E. Lee, Sherman, Frederick Douglas),
Founding Fathers (Jefferson, Hamilton, John Adams etc)
Forgotten presidents DLC (Garfield, Coolidge, Taft, etc.)
I think this game will have great visuals (moves and ultimate animations from all the different eras, events and history), a great appeal to different communities and also have some educational value!
How many players can be playing in the same loby? Can it be thousands? 100.000?
If that were possible, i would like to present you with an idea
Had you read kingdom? Its a manga about war. A great war.
Hundreds of people in the same team. A higher ranking officer leading them.
Survival and victory is everything in this scenario. Chaos is everywhere. Can the players orginize this battle? Or will they die and lose their characters? (Or maybe just droping a level for the next campaign, may be better idk)
The idea would be to start as a low ranking soldier, and by leveling and getting better you can
A) Get a higher rank if you think you are a good leader.
B) Get +Exp, but keep being the same rank, and keep the same troop.
A is for those who want to organize the battle, lead their team of 10, 100, 1000 people, idk if drawing arrows and flags in the map for them, or actually being with them and telling them to follow the leader.
B is for those who want to make an elite team of infantery, cavalry, archers. If you join a guild, this would be great, you have the HEAVYEST cavalry run though the middle of the enemy camp, destroying everything in their path.
I would love a battle interface like that of kingdom deliverance, I like how its skill based, and kinda easy to grasp for a new player, but complex for a good player.
Anyway, i would love to see this kind of game, but i kinda think its imposible.
like. there would be the canon little worlds already built in, and people get to build their own world. tempbot could send you to a random world or you could choose one to visit. it'd probably take up a lot of room, and probably be expensive to run, probably cost money to play, but i think it'd be a very successful game.
to elaborate on the world thing, you could choose stuff like what color the sky is and how fast a day goes by. say you wanna go to the planet with the bird people and the eye thing. you could place clouds everywhere so you can jump from place to place. or on donut planet, you can make donuts to give to the void and get random presents in return. you can go to a gardening planet to grow stuff. you can customize your character also, to look like anything.
but, its important the game respects its players, no ads, especially if it'd be pay to play. and it shouldn't be too high stakes, it should be very chill, like star dew valley, yk, you plant stuff, put stuff here n there, talk to people (afaik i never played). maybe occassionally there is a monster like the one/s chasing puppycat, and it's randomly placed in a few planets, and you have to battle them. but mostly, chill.
to simplify, you customize your character and planet, and set up some little things for visitors to try out, like baking, racing, planting, and you can go to the portal which is tempbots mouth, you can choose to visit a specific place or random place. the goal is to have a chill atmosphere, to visit places and do fun little quests. i hope i explained things well enough, im not tech savvy so cant well explain things like coding or anything, but im sure this is possible to create.. and again if someone made such a game, firstly, they'd have to talk to the creators of bee and puppycat, but secondly, i truly believe it would be successful
Hello Reddit! 👋
Today, I want to share some details about the legion mechanics in Ashendal—the game I’ve been developing and previously mentioned here. While designing this system, I envisioned something unique: a more community-driven structure with a sprinkle of politics. Let’s dive into the details!
In Ashendal, what we traditionally call "clans" are actually legions. Lore-wise, these legions act as military divisions under the king’s command, tasked with defending the kingdom, fighting enemies, and protecting its lands.
However, forming a new legion in Ashendal isn’t as easy as clicking a button. Here’s how it works:
In short: You’ll need to serve the kingdom, grow your strength, and earn your place first. Joining an existing legion, however, has no restrictions—you can freely join any default legion or those created by other players.
Legions are the backbone of Ashendal’s Play-to-Earn system. Let me explain:
These tokens can be withdrawn and traded on an exchange, or you can use them for in-game upgrades. The choice is yours!
This is where things get interesting. I wanted to add a layer of politics because, honestly, I haven’t seen systems like this in other games—and there’s something special about being the “beloved leader” of an online community.
Democracy or Chaos?
On the flip side, you could stack your legion with loyal friends who turn a blind eye to your leadership flaws. If you’re dissatisfied with the leadership and can’t bring about change, you can always join another legion—or go solo.
With this system, legion leaders must make smart decisions, establish solid strategies, and—most importantly—earn the trust of their legion. Leaders will need to stay active in our community spaces (like Discord and Telegram) to maintain their position and keep their legions engaged. Strong legions mean a strong community!
Does this system sound too ambitious, or would you, like me, want to try something this niche and experimental? I’d love to hear your thoughts on how this political mechanic might affect the game.
A friend suggested this system might be “too intimidating” for players, so I wanted to ask you directly: Do you think this adds an exciting dynamic, or is it a step too far?
Your feedback means the world to me. Let me know what you think!
With the dream of building a browser strategy community like the old days, I salute you all.
The game could take place in post apocolyptic america or europe since they like trains more.
You would be a conductor traveling along the raillines radioing the locations of hordes of zombies, delievering supplies to settelments, evacuate settelments getting over run, repair your train, add or remove train cars to get speed but lose storage or the capcity to do some missions or the other way around, where some missions require speed other large capcity and others a careful mix. As you travel the tracks you must becareful of debre on the tracks and clear then or risk damaging the train, you can find other abondanded traincars and add them to your train or break them down for parts.
You would also have a base building aspect for the train stations you come across so you can refull, drop off supplies, pick up supplies, buy/trade, pick up missions, upgrades for the train. You would have to defend you settlements from raiders and hordes or instead of fighting the hordes use your train's loud whistle to lure the horde away from ou settlement.
Of course you would have a dynamic day/night cycle with changing weather. Random events on the tracks, such as large/small hordes or groups, bandits, groups of survivors, fallen trees or tracks that need to be changed so you can go where you need to.
Your train would be your base of operations, your life blood. You'd have you main engine, itd have your conductors seat so you could pilot it and depending on the engine it would have other position for stream, electic or deisel trains. Youd have mulitple consoles to control almost every aspect of your train and more or less controlls depending on how many cars, what kind of cars and their modifcations.
But depending on the type of enigne you have you will always have at least 2-3 cars. The steam train would have the Engine, coal car, radio communactions/sleeping quaters. The desiel/electric train woud have the Engine, radio/sleeping. These would be the bare minumal amount of cars. But other cars would be avaliable whether found or bought. Such as but no limited to : the passanger car, storage car, enhanced radio car, armored passanger car and the armored storage car.
The max amount of cars you would be able to have would be dependant on the train engine you have, but considering the real world to game world they will be more limited. (this could be explaned as the trains have to much redneck repairs and cant be pushed hard enough that is required to carry that many) but since desiel trains pull more they could pull a max of maybe 10-13 cars and the steam only pulls a max of 7-9 cars. The more cars you have the slower your max speed and the slower you acceleration is.
When you first start out youd prolly start with a weak steam train with the esenatally cars and maybe you pull up to your first station and only have the equitment to attacht one addiantal car and the choice is between a passager car and a storage car. This would influence the kinds of missions you would be able to accept or atleast how well the pay out and reputaion gains is.
Make it to wear both cars can do both things like the passager can do storgae but only small things and much fewer, so the payout for not be the greatest and the storage could do people pick ups but its not made for comfort so itd be smaller reputation. If you dont have enough cars or enough of the right cars it would affect payout and reputation gain. 2 examples, radio call comes in to evac a settlement being overun, mission requires 3 passanger cars but you go with Only 2. Now when your cars fill up and you drive of the game would punish you by not only not as much money or reputation gain but now you get to watch as civilians try and run to catch your train only to be caught and eaten by zombies as they scream for help and curse you. Or for storage someone wants you to go to a mine and pick up the resoucres his team collected the mission also needs 3 storage cars but you only bring 2 now you wont get as much pay out of reputation gain cause you didnt get it all, or you could make multiple trips but with the same problem and the added problem of now you are spending more on fuel.
Youd have multiple mission types to help you, the settlements and influnce the world. But the difficultly of the missions and game would be influnced by 2 factors. the difficultly you choose and the amount and types of cars you have. Dictating how long a mission will take, how many parts it will have and the required amount of cars. Cause it would be unfair to the player if a mission reuired 3 X-cars, but you only have 2 X-cars. The chosen difficultly would influce the zombies, bandits, you and the train.
Of course youd need player customization youd have starter outfits and outfits you can find and buy, aswell as for the train.
No hud or at least very little hud. Everything youd need would be shown to you by gauges and dials on your train. youd have a map on your train and a "stalker-esk / metro" personal map, a flash light and guns. 3 movement speeds walking and joging, your player can sprint but only when in combat or being attack by zombies.
If this were to be multiplyer itd be just like how "sea of theives; is. everyone would be on the host's train. I could see this game also being fun as a steam Vr compatable game. The map would have to be "DayZ' big but maybe only 5-8 trains each with a max of 6 crewmen, with recuitable npcs.
It’s a game that’s sort of a mash up between “Nuclear Nightmare”, “Helldivers 2” and a generic classic based shooter. The basic lore is that earth has gone to shit because of a nuclear fallout, however most of humanity was able to escape to another planet. You are a member of a company designed to scout out the planet and eliminate any potential threats.
The way it plays is you and up to 6 players go out on missions to different countries and locations on earth and can partake in 1 of 4 mission types (more could be added): Mutant elimination- you go across the map and kill as many mutants as possible in the time frame. Base camp placement- Go to a designated area in a map and set up a decontamination zone while setting up a safe space around it. Safe zone scouting- scout out a low threat level area for any threats (don’t have to be mutants). And Looting- where you go across a map and find as much loot as possible. At the end of each mission you will need to take an escape shuttle out.
Mutants are contaminated humans or animals that are the enemies of the game and will vary depending on the map.
Each class has perks that only they have, while also having a different selection of weapons for each of them. There are 4 classes
2.Scout- scouts have the perk of increased movement speed. They get the option of Snipers, Shotguns and a flare gun (which has some advantage that I haven’t figured out yet) 3.Tank- Tanks have the perk of taking less damage but do have a larger hitbox. They get the option of Grenade launchers, LMGs and Pistols (like a glock) 4. Support- supports have the perk of passive healing, which is a 5hp per 2 seconds (can be tweaked for balancing). They get the option of Revolvers, stim pistol and shotguns.
Each class has one weapon choice but can find another one during a mission, they can also add some gear like grenades and other items like that.
During missions you can find materials and relics for extra credits (ingame currency)
There will be vehicles in the maps you can use to traverse the terrain, with each vehicle having 2-6 seats.
You can call in supply packages which can include stuff like vehicles, ammo, weapons, more gear etc. different supplies will be unlocked at higher levels
Each mission has a difficulty level based on how big the map is from 1(small) to 6( very large).
Mutants are classified into 3 categories: Mediocre, Threatening and Dangerous. Mediocre could be something like a Mutant Rat or Cat (yes a cat). A threatening would be something like a Mutant Wolf or dog. And a Dangerous would be something like a Mutant Bear. Each category does a certain amount of damage. Like mediocre does the least and Dangerous does the most.
Cosmetics wise you can buy different armours which only really just look cool but can have effects that help.
I don’t have a name for the game yet.
Hi!
I know this subreddit is pretty dead, but I'm throwing my ideal game into the ether!
I've been craving a game with survival and exploration mechanics like Valheim and The Forest. The difference being that there's a child depending on you to bring back food, firewood, and build a stronger and better base as you explore a forgotten world and uncover secrets and lore. I'm not just 'looking for Timmy' or farming for myself. Now there's someone waiting for me. And maybe I need to get materials to make them a wool coat because winter is coming, and I'm stressing about it. Or they get sick and I need to climb a mountain to get an herb or healing spell to help them.
Maybe there's even a system for teaching the child skills as you learn them, so they can cook and farm a little while you're gone. But the stakes are high, because you want to protect them. And really makes returning to the base a homecoming.
I hope this inspires someone! And if it does, you can come back here and tell me so you can take my money :)
Imagine how it would be a Bus Simulator
But a bus simulator where you could customize **EVERYTHING**
Lemme explain
You could choose along a large amount of buses, those buses would be extremely similar to real life ones. The best thing about these are that you could make and import skins for the buses, making it better Also you could choose between various gameplay options The normal one, where the game creates a scale from internet maps in a miniature or in scale one. And the other one that generates terrain and track randomly, these tracks would be or random or customized. For example in a single track you would start on a small town, then to a city, then to the countryside, etc.. For example you could lock the time and the terrain type for just letting it there as a background. You could drive it or let the bus drive by itself. Why? Because you could choose something that no bus game putted in. A passenger mode. Where you could start on a bus station, enter your bus and just sit and enjoy the view, including the random events a normal bus track. The game would be enjoyable from low end devices to high end, this as the graphic settings go from 1 to 10, depending on your device, including moviles. Everyone should enjoy this experience
This is not suposed to be just a game, but a inmersive experience.
And what do you think about it?
**btw sorry for my bad english**
So I was thinking that a country or city simulation game would be cool, I was thinking that you would be the creator and you would be able to make your own special people to be in your town/City/Country with names you pick, make different buildings and maybe even play as one of the characters in the City/Town/Country yourself. Just a fun idea that I would love! I would say you could also make names for your cities, towns and countries and the mayors of each city. Some stuff like that, would take a lot of coding but we have seen some similar stuff to it before. I would personally love to see one of these as I can't find ANY games that are actually like this, please. Also could have some different buildings and natural sights like beaches, mountains, all that stuff, could be amazing, could be great, could be a game for a casual chill gamer. Sound good? Hopefully. I would also say that customising different characters, assigning them to different jobs, taking in the scenery of your country while doing this, could be a good game for chill streamers, casual gamers and everyone.
Since My Childhood, I Always Wanted A Marvel X DC Fighting Game, So Here Is My Concept For It.
Story:
Galactus, While Trying To Appease His Hunger Found A Wormhole That Transported Him To The DC Universe And Defeated Metron And Stole The Mobius Chair, He Fixed It With His Technology And Now Can Travel To Both Worlds, Batman,Iron Man And Reed Richards United And Created A Ultimate Alliance Of Heroes And Villains To Stop Their Worlds From Being Consumed.
Gameplay:
The Game Will Be Presented In A 2D Format, And Takes Inspiration From The MK,Injustice And MVC Games, Having A Quick And Frenetic Gameplay Style, With A Combo System That Gives Players Variety And Creative Freedom, For More Specific Things It'll Have:
1)Interacbles
2)Stage Transtions
3)Destrctible Arenas
4)Air Combos And Breakers
5)Bone Breakers: Just Like The Krushing Blows From MK11, They Are Demostration Of Internal And External Injuries Of Certain Part Of The Body,Which Causes Certain Moves To Be Temporary Disabled.
7)Supermoves
9)Tag Team Finishers.
11)Battle Damage: The More The Fight Goes On,The Worse The Character Looks Showing Things Like Broken Bones,Black Eyes,Torn, Dirt, And Blood Covered Clothes Etc.
Game Modes:
1)Story
2)Arcade
3)Pratice/Tutorial
4)Tag Team:2V2,4V4,6V6,8V8, Every Member Has Their Own Health Bar And Certain Teams Have Unique Supermoves Naruto Storm Style,E.G: Batman And Nightwing
5)Ultimate Descrution: You Play As Characters Like Hulk And Doomsday And Go And Wreak Havoc On A City 6)Boss Rush
7)What If?:You Can Replay Historic Fights In The Worlds Of Marvel And DC Respectifully And Create New Outcomes Or Repeat History
8)Endurence: Fight 30 Opponets On A Single Round,Each 5 Fights Refills Your Health Bar And At The End You Fight Galactus.
EXEMPLES: Nightwing Vs Daredevil Raven Vs Jean Grey Green Goblin Vs Joker Red Hood Vs Winter Soldier Deadpool Vs Deathstroke Firestorm Vs Human Torch Etc
Customization:
Just Like In Injustice 2, The Game Will Use Gear Pieces, With Every Character Having 25 Slots That You Can Name And Logos To Assign. Each Character Have 5 Customizable Parts(6 Or More Depending On The Character) The Gear Pieces Are A Mixture Of Original And New Existing Designs,Along With A Vast Selection Of Color Palletes With 4 Unique Intros And Outros. The Premier Skins From Inj2 Return And For Last, They Are A Special Selection Of Color Palletes Called The Lantern Shaders, Which Are Color Palletes That Give The Character Either A Green,Red,Yellow,Orange,Blue,Pink,Indigo,Black,White And Ultraviolet Lantern Corp Outfit.
Cinema Mode:
A Game Mode That Allows You To Create Your Own Story.
Arenas:
Marvel Side:
Avengers Tower
Wakanda
NYC
Shield Hellicarrier
Asgard
Stark Tower
X-Mansion
Rykers Island
Latveria
Genosha
Daily Bugle
Mephisto's Realm
Oscorp
Baxter Building
Dr Strange's House
The Raft
Murderworld
Atlantis
Hydra Base
Galactus Ship
Ravencroft Asylum
Castle Doom
Valhalla
Dracula's Castle
Area 51
The Savage Land
K'un Lun
Spider Society
HELL'S Kitchen
Kylnatar
The Moon
Thanos Ship
DC Side:
Arkham Asylum
Hall Of Justice
The Watchtower
Gotham
The Batcave
Mount Justice
OA
The Fortress Of Solitude
Ysmault
Atlantis
Central City
Metropolis
Blüdhaven
Apokalis
Themyscria
Legion Of Doom HQ
Krypton
Star Labs
Odym
Shard
The Phamtom Zone
Neo-Gotham
Smallvile
League Of Assasins HQ
Daily Planet
Titans Tower
Mars
Hell
Campus.
Roster:
Marvel:
Iron Man
Captain America
Spider Man
Hulk
Ms.Marvel
Wolverine
Daredevil
The Punisher
Venom
Carnage
Thanos
Thor
Scarlet Witch
Hawkeye
Moon Knight
Mr Fantastic
Human Torch
The Thing
Invisble Woman
Dr Doom
Dr Strange
Galactus
Black Cat
Black Widow
Deadpool
Ultron
Colossus
Iceman
Green Goblin
Loki
Elecktra
Bullseye
Quicksilver
Black Panther
Ant-Man
Wasp
Cyclops
Namor
Blackheart
Luke Cage
Iron Fist
Nova
White Tiger
Magneto
Ghost Rider
Storm
Miss Marvel(Kamala Khan)
Star-Lord
Gamora
Groot
Drax
Rocket Racoon
Nightcrawler
Blade
Sabertooth
Gambit
Rogue
Dormamu
Ares
Sentry
Ikaris
Super Skrull
Sandman
Beast
Juggernaut
Winter Soldier
Hela
Kang
Taskmaster
Agent Venom
Mephisto
Cable
Jean Grey
Kitty Pride
Black Bolt
Silver Surfer
Miguel O'Hara
Psylocke
Knull
Apocayplse
Mystique
Gorr.
DC:
Batman
Superman
Wonder Woman
Green Arrow
Green Lantern(Hal Jordan)
Flash
Martian Manhunter
Shazam
Nightwing
Red Hood
Red Robin
Robin(Damian Wayne)
Catwoman
Deathstroke
Deadshot
Lobo
Doomsday
Cyborg
Beast Boy
Raven
Starfire
Hawkgirl
Darkseid
Bane
Killer Croc
Clayface
Black Lighting
Aquaman
Dr Fate
Supergirl
Zatanna
The Atom
Lex Luthor
Firestorm
The Joker
Harley Quinn
Brainiac
General Zod
Ares
Solomon Grundy
Atrocitus
Nekron
Black Canary
Blue Beetle
Booster Gold
Vandal Savage
Sinestro
The Batman Who Laughs
Batgirl
Black Manta
Huntress
Stargirl
Plastic Man
ETRIGAN
John Constatine
Killer Frost
Static Shock
Peacemaker
Poison Ivy
Gorilla Grodd
Captain Cold
Scarecrow
Mr Terrific
Red Tornado
Swamp Thing
Damage
Lucifer Morningstar
Batman Beyond
Ra's Al Ghul
Reverse Flash
Superboy
Deadman
Azreal
Max Lord
Rocket
Metamorpho
Katana
Larfleeze
Amazo
Essentially an escape room mixed with a sandbox and a good physics engine. But you can find a few basic objects, arrange them to build a machine, use that machine to obtain more objects, ultimatley leading you to end up escaping the room. Maybe there could be more levels. But Essentially this would make the game last longer because there wouldn't be a set solution, and it gives the player the opportunity to try building their own machine to escape every time (it's not like there are machine presets or crafting recipes, you literally lay it out however you want.) Any small or medium sized object can be used (like rulers, rubber bands,lamps, beach balls, marbles, etc.) And to help the player some, making some basic tools for building can probably be good too (like a hammer and nails to make a pivoting object, tape to stick an object to a wall or surface so it wont move, hinges to make trapdoors and such)
I'm not an expert with physics engines, so I'm not sure how feasible this is, but if it can be done, I'd imagine it being a very interesting experience.
Summary: game would be set in an advanced society where the player takes the roll of a contestant on the gameshow Warden's Ring. Players can either play as the warden or as a scavenger. Scavengers main goal is to collect and "bank" resources from the map while avoiding the warden. The warden's main goal is to stop the scavengers. Unlike most asymmetrical games, the scavengers are not on a team and should look out only for themselves. There is no win or lose condition in this game, only what resources you manage to collect from each game.
Mechanics: -Drop-in/out matchmaking- The game begins when a Warden "opens" a ring. Scavengers can then join or leave the ring up to a max of 6. The game only ends when the warden "closes" the ring. Scavs will get to keep the resources on them as if they banked them if they are in the ring when it closes. Scavs can leave a ring through exit points throughout the map in exchange for half of carried resources. Quitting any other way counts as a boot, explained further down.
-Pay-outs- For scavs, pay outs come from either banking resources collected at specific points on the map or from chase gratuity explained further down. For Wardens, pay outs are earned based on the intensity of a chase and the amount of resources recovered from a scav. This incentives Wardens to go after "Big Fish" and leave "Small Fry" alone.
-Chase Value abilities- Both the Scav and the Warden will have access to abilities based on the value in a chase. For the scav, this is based off the value they are carrying plus chase gratuity. For the Warden this is based off the total value in a chase. Two scavs being chased at once means they will only have access to abilities based on their individual value while for the warden it will be based on their combined value.
-Balancing- The game will be balanced based around the individual chase, but scales in the Wardens favor when there are multiple scavs being chased. This incentivise scavs to stay alone and not interfere in a chase. There will be no benifit for a scav to help another scav in a chase.
-Chase Gratuity/intensity- this is a guaranteed reward from chasing or being chased. For scavs, it scales based on how long the chase is and how many scavs are in the ring. It is literally paid out by the scavs not being chased as sort of a thank you for keeping the warden busy. For the Warden, chase intensity builds throughout a chase and scales depending upon chase value and other actions taken during the chase. Chase intensity does have a cap set by the value the scav is carrying. Once again, incentivising hunting "Big Fish".
-Catch and release/boot from ring- When a warden catches a scav, they have the option to either release them or boot them from the ring. If a warden release a scav, they take almost all of the resources the scav had on them and the scav is redeployed somewhere else on the map. In exchange for this the warden will gain a bonus on their next chase intensity. Booting will take all of the resources and return the scav to the lobby.
-other threats- minor enemies hostile to both warden and scav. Both sides can use them to their advantage during a chase if they're erloopr. Also keeps scavs from being complacent when someone else is being chased.
Gameplay: The main loop involves both sides collect resources in the ways available to them and using them to progress. Resources can buy and upgrade abilities and items. Cosmetics could also be made available for purchase.
That's all I have for now, but there's absolutely more that could be added if I had the time to really think about it.