/r/gameideas

Photograph via snooOG

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

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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

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5

Pokemon Go alternative | Football Hunt. Spending time outside brought back to life

Gameplay Summary: Players step into the world of football scouting, using their device’s GPS to explore real-world locations and discover rare football players to add to their team. The objective is to roam different areas, capturing players with various skill levels and attributes. Once captured, players can train their footballers, form unique teams, and compete in virtual matches against others. Each football player found holds unique traits, skill ratings, and special abilities. The ultimate goal is to build the strongest team by finding and training legendary players scattered around the world.

Mechanics: This augmented reality game utilizes GPS and camera features to create an immersive experience where players can search for virtual footballers. Players can walk around their local area to detect nearby players on their map, marked by location-specific icons. Once close enough, players can activate a capture challenge, where they need to make precise passes, perform tricks, or even engage in a mini-skills game to recruit the player successfully.

Footballers vary by skill level, rarity, and play style, influencing their performance on the virtual pitch. Players can also earn power-ups like speed boosts, stamina boosts, and enhanced ball control to improve their team. Training sessions, upgrades, and virtual matches allow players to level up, test team strategies, and participate in leaderboards, all while discovering hidden players and secret challenges in different geographic areas.

Story: Players take on the role of a young manager with dreams of building an unbeatable team. Legends say that the world’s greatest footballers are hidden across the globe, awaiting discovery by someone with true dedication and scouting talent. As the manager, players must travel far and wide, uncovering these legendary talents, each with their unique backgrounds and stories. Along the journey, players encounter other managers, rivals aiming to build the strongest team, and tournaments that test their abilities. With the ultimate goal of creating a dream team to conquer global tournaments, players must capture, train, and strategize to make their squad unbeatable and become a football legend themselves.

1 Comment
2024/10/31
22:40 UTC

2

Ideas for weapon perks for a cyberpunk-rouguelike game which has perk streams

Hi all,

We are currently almost finished our first game, however there is some polishing to do, specifically with the perk system we use.

We have a perk system that has four categories - Health, Projectiles, Weapons and Movement. In each category there are three perk streams. A player can choose one perk stream from each category. Each perk stream has multiple levels of perks.

In our Weapon category, the three streams with their sub perks are:

  1. Weapon Expert - Increases weapon handling abilities
    1. Move faster while shooting
    2. Increase weapon fire rate
    3. Increase weapon range
    4. Reduce reload time
  2. Ammo Mule - Affects munitions and magazine aspects of weapon
    1. Ammo buffs last longer (this is a drop that gives infinite ammo for an amount of time)
    2. Increased magazine capacity
    3. Ammo buffs now also increase fire rate
    4. Reduced reload time
  3. Weapons Smith - Upgrade weapon components
    1. Increased penetration
    2. Increased weapon range
    3. Increased fire rate
    4. Increased magazine capacity

We're looking for some additional ideas that make these perks more unique

0 Comments
2024/10/31
19:34 UTC

1

My Next (until now) biggest idea. Hope you can help me with suggestions for improvement and or extra ideas

Hi i started programming a few years ago but then had to stop because of personal reasons... now that everything is in somewhat of an order again i want to start again.

I had this idea for a long time now but i am still just a beginner and i am not so sure about if its good or too much all over the place.

I didnt start programming it yet because i first want some feedback on the idea itself.

So here i am asking for your help fellow devs.

I want to share my ideas so far in hopes of getting some feedback on it and please be frank about it and dont hold back. (Even though i said i didnt start yet the things you see under old feature is from my prototype from 3 years ago... that was when i first wanted to make this game)

 

Features

  • Old Features
    • rudimentary procedural map generation
    • rudimentary enemy generation + placement
    • rudimentary AI with Finite-State-Machine and A*
    • goal/portal generation + placement
    • rudimentary player generation + placement
    • menus
    • basic Background music
  • New Features
    • New input system
      • Mouse + Keyboard
      • Gamepad
    • Craftable traps
      • types
      • ref links
      • own stuff
    • Inventory system
    • Minecraft-like crafting
      • Recipes
    • Loot from chests and killed enemies
    • Torch for increased visibility
    • Level-up system
    • XP for kills, crafting, looting, quests and map completion
    • Skills like increased visibility, larger inventory, etc.
      • Skills
    • Save and load functionality
    • Boss Battles
    • Environmental Hazards
      • types
    • Quest System
    • Items
      • Crafting material
      • Quest Items
      • Torch
      • Matches
      • Headlamp
    • Customizable Character
    • Localization
  • Upgrades
    • Better UI and menus
    • Better music,
    • Better SFX and VFX
    • Story
  • Maybe Features
    • On crafting, play Cutscene?
    • Cutscenes in certain places?
    • Cross-platform Play?

Modes

  • Speedrun
    • Speedrun option
    • Timer in speedrun
    • leaderboard for speedrun
  • Endless
    • Endless mode
    • Score based on levels completed
    • Leaderboard like speedrun?

 

Feedback so far:

  1. What is the core gameplay loop of The game?
    1. progressing through procedural generated maps, killing enemies, crafting traps and leveling up to make said things easier and faster
  2. How does the Minecraft-like crafting system work in your game?
    1. the player can use his inventory and the items in it to craft different types of traps on a grid maybe he has to unlock certain skills to unlock bigger traps and or crafting grid to build bigger traps or to use less resources for said traps
  3. Can you elaborate on the level-up system and how it integrates with the XP gained from various activities?
    1. the player gains XP from various activities such as killing enemies or looting them and crafting traps
    2. if the player reaches a certain amount of XP he levels up each level also increases the XP needed for the next level
    3. after a level up he gains skill points wich he can invest to unlock different skills
  4. How do you envision the torch and visibility mechanics working?
    1. my first idea is to use the camera function “vignette” wich can be decreased if the game detects a torch in the players hand
    2. i think of making the torch an item that can be crafted and depending on your skills the time it lasts can be higher or lower OR making the torch an item that cant be crafted only found in chests
    3. if the torch is uncraftable then i think of making torches loot from chests and something like matches lootable from enemies wich have lower use time and lower light level wich means cant use it for long and only lakes visibility only a little better
  5. What types of skills are you considering for the skill system?
    1. i am thinking of 5 main branches
      1. Crafting
      2. Player
      3. Inventory
      4. Unlock special abilities
      5. Torch management

Suggestions for improvements and additional content:

  1. Multiplayer Mode: Adding a co-op or competitive multiplayer mode could enhance the game's appeal.
    1. maybe in an extra mode like speedrun and endless
  2. Boss Battles: Introduce challenging boss encounters at the end of certain levels or areas.
    1. sounds intersting
  3. Environmental Hazards: Add dynamic cave environments with hazards like cave-ins, flooding, or gas pockets.
    1. already had some ideas about that
  4. Unique Artifacts: Include rare, powerful items that provide significant bonuses or unlock special abilities.
    1. i want to have them as unlockable skills
  5. Cave Ecology: Develop a living ecosystem within the caves, with interacting creatures and plants.
    1. no that is out of scope and does not fit the game main loop
  6. Customizable Character: Allow players to customize their character's appearance and starting skills.
    1. sounds interesting
  7. Quest System: Implement a quest system to give players additional objectives and rewards.
    1. like objects for quests for additional XP
  8. Day/Night Cycle: Create a day/night cycle that affects creature behavior and cave conditions.
    1. it all playes in a cave so it doesnt makle sens its dark all the time
  9. Cross-platform Play: Consider implementing cross-platform play for the various platforms you're targeting.
    1. maybe in a later state

 

and

 

1. Procedural Generation:

You mentioned procedurally generated maps. How do you plan to ensure that each generated map is balanced and offers a good player experience?

-i dont really think of that because that is the thrill about it maybe you can go in easy and finish it fast or you have to start again from scratch

2. Trap Crafting:

The crafting system sounds interesting. Have you considered different categories of traps (e.g., damage traps, slowing traps, resource-gathering traps) to add variety to the gameplay?

-damage traps and slowing traps yes but not gathering ones because this are levels and the player does not stay on them for a long period of time

3. XP and Leveling:

Your XP system covers various activities. Have you thought about balancing XP gains to encourage different playstyles? For example, rewarding players who prefer crafting as much as those who focus on combat?

-there is no combat in that regard every thing is one hit kill, the traps vary in size but not in damage, it is harder for the ai to get around them

4. Torch Mechanics:

The idea of using a vignette effect for the torch is clever. Have you considered how this might affect gameplay in different situations, such as combat or puzzle-solving?

-yes you cant see enemies that are far away and the player is not centered wich means enemies from the back that the player didnt see can kill them

5. Skill System:

Your skill tree is comprehensive. To add depth, you could consider making some skills mutually exclusive, forcing players to make meaningful choices in their character development.

-yes i was thinking of things like if you have higher crafting speed you need more recources and dont gain much OR if you have a big inventory you are slower, Maybe even if you take one skill you are unable to take another skill in whole

6. Multiplayer and Game Modes:

You mentioned potentially adding multiplayer to speedrun and endless modes. How do you envision balancing these modes for both single and multiplayer experiences?

-no multiplayer is an extra mode speedrun and endless are separate, maybe there is gonna be an endless multiplayer but the normal endless and speedrun are seperate

7. Boss Battles:

Since you found the idea of boss battles interesting, how do you think these could be integrated into the procedurally generated levels? Would they be random encounters or tied to specific milestones?

-if we speak about the “Storymode” it would be i think if the player hits a certain player level or is on a certain map level like every 5 maps or every 10 maps

8. Environmental Hazards:

You mentioned already having ideas about environmental hazards. Could you elaborate on these? How do you plan to integrate them with the trap and crafting systems?

-i would make skills for surviving those thins like a hazmat suit or gas mask is craftable in wich one is better then the other but costs more or fire resistance against burning caves or cold resistance against ice caves

9. Character Customization:

You showed interest in character customization. Besides appearance, have you considered how this might tie into the skill system or starting loadouts?

-i think of making the customization in “storymode” like a feature for new game plus so you have to play it through one time and for endless and speedrun it would be like you have 5 or 10 skill points at the start and then you have to level up

10. Quest System:

The idea of quests for additional XP is good. Have you thought about how to generate these quests in a procedural manner to fit with your randomly generated maps?

-no these thinks would be the same for every play through but the time they appear or the time the collectible appears is random

 

Thanks in advance for feedback

4 Comments
2024/10/31
11:34 UTC

0

I wish there was a actually good backrooms game for console players

So I've seen a handful of new backrooms games that got released on console(beneath the earth-backrooms, Escape: backrooms horror, backrooms brotherhood, etc) and I guess they are trash because almost a majority of the ratings are 2 star. I wish someone would release a new, good backrooms game that's actually good or have a good game from pc make it's way to console. Im not requesting anyone to make something like i invision, but if someone wants to make one for console here's a jump start(idk how else I'd phrase it)

The entities can't look all wierd or hobble around the place in a goofy manner when chasing you, or that wouldn't be scary or whatever

There could be atleast a good number of levels varying with different things to do in each one.

There atleast has to be liquid pain, almond water, and Lucky O' Milk

Don't make it half-assed with shit graphics

There's multiple entities in some levels like how the hound and bacteria can be found in level 0 or "the lobby" some my call it.

Most important one. Voice acting for the characters.

Like in the new quiet place game, the game could use your mic to alert monsters if you make to much noise.

That's all. Please, criticism is welcome and maybe you could add more to the list. Again I'm not requesting someone makes this and im sorry if it seems like I am

1 Comment
2024/10/31
03:48 UTC

5

A new way for objective based pvp fps or 3d action games can be competitive by making killing other players not always the best strategy

I had an idea that I suppose technically exists in a very old obscure multiplayer game (metal gear online2 from mgs4's mp) because you could stun or kill players and make them drop their primary weapon if you picked up and dropped them from being ko'd. it was always more arcadey and fast-paced at higher levels. but you could just knock people and take their guns leaving them useless for longer than if they just died and respawned. although you would piss off other players (easy to do in that community) and would get vote kicked frequently. but we are also talking about a community that would kick players for going after a capture objective if they weren't the last player left or there was more than 1 minute left in the round.

I like 3d camera action games, I like pvp. and I like mode like ctf and base capture, but every game is about killing other people first with the objective being just sort of an afterthought. after all, the enemy can't contest or participate if they're dead/respawning.

so what if killing wasn't the best solution? make respawn near instant or install other consequences for just shooting the other guy faster.

maybe we could expand on metal gears design, make an fps where injuring but not killing is high level play.

lower rank players could have a fast paced time. while higher skilled player will try to win by shooting hands and legs without doing too much damage to kill forcing you to do the objective while the enemy has a way to come at you constantly but in a limited capacity based on how good the other team is and vise versa. perhaps you could sneak up on someone and hitting them behind the head results in a 10 second knockout which is longer than a respawn, but you get back up right there, and your team could get you back into the fight quickly if they are nearby. maybe make ammo a limited resource that has to be used wisely with each life.

thats not to say killing is never a good decision, there might be parts of the match that removing someone completely right then and there is the difference between winning and losing. these are all just examples but my idea is more so an expression of skill and decision making.

thoughts / opinions?

0 Comments
2024/10/30
18:44 UTC

2

An idea to use live service in video Games without compromising the gamers or ethics (constructive feedback welcome:)

This is inspired off of Helldivers 2 and Halo Reach level “tip of the Spear”. The reason for its inspiration to me was the massive scale battle occurring in the background throughout the mission.

With Helldivers 2 the inspiration took hold even further with a live service war which makes gamers feel as if they were apart of something bigger than themselves.

From such an idea I had a great idea of live service utilization; a war game in the shooter genre taking place in a massively multiplayer map with objectives assigned to squads or teams of gamers to capture, control, utilize, destroy, or somehow or another manipulate in order to further their advantage within the overall battle and war.

The initial idea came as a world war 2 style game with maps in rural France, Italy, Russia, and the Pacific Ocean Theater in which gamers are assigned an objective to complete in progression of an overall goal in pushing the opposing force back or forward.

This then branched out into a whole genre of utility in my mind that can be used in a variety of games for various reasons and purposes that still allow a gamer to enjoy the pros of a live service game with none of the cons of greedy companies simply use the genre as a front to sell battle passes and colorful lore or aesthetic breaking skins and cosmetics.

I may be mistaken in thinking this can solve a thirst for appealing live service games or even dumb for thinking a genre as corrupted as live service can be fixed but I attempt to maintain some optimism in this matter, but as much as it seems naive I do to a degree believe that this could be with much mulling over and more significant thought be as impactful to gaming as the nemesis system yet with a far less tragic end result.

TL;DR A system of rehabilitation for live service genre in which players work in one map towards a unified objective through different means in a similar way to Helldivers yet on a far grander scale.

2 Comments
2024/10/30
15:01 UTC

2

A Sandbox Kingdom-Building Strategy Game with Unique Leadership Roles and computer Controlled Armies

Game Summary

Kingdoms is a sandbox-style kingdom simulation game where players create and oversee AI-driven “kingdoms” of units in a large, free-roaming world. Players make strategic choices at the start—choosing a kingdom type and assigning leadership roles and classes—but the game unfolds autonomously. Players watch as units interact, form alliances, wage wars, gather resources, and conquer territories in an evolving landscape of randomized events and battles. Kingdoms emphasizes spectator gameplay, letting players sit back and observe which kingdom ultimately prevails.

Game Features

  1. Kingdom Types
    • Warrior Kingdom: Focused on battles with enhanced army, king, and hero health and damage. Known for its aggressive nature, leading to frequent wars.
    • Magic Kingdom: Ruled by an archmage king, this kingdom focuses on research and magic, with an army primarily composed of mages. They excel in resource gathering due to their magical abilities. However, they are vulnerable to physical attacks, as their magical defenses are weaker against physical-based opponents.
    • Holy Kingdom: Led by a holy king, specializes in support, with monks and healers requiring high morale to maintain functionality.
    • Ordinary Kingdom: A balanced kingdom with no specific boosts or drawbacks, offering a neutral gameplay experience.
  2. Unit Classes and Roles
    • Classes: Includes warriors, mages, healers, knights, assassins, monks, and more, each with unique behaviors and stats.
    • Leadership Roles:
      • King: The kingdom’s leader. If the king dies, the kingdom disbands, with surviving units scattering or seeking revenge.
      • Prince: The king’s backup. If the king dies but the prince survives, the kingdom has a chance to revive.
      • General: Commands the army and can act as a unique hero, either pre-made or naturally developed in-game.
  3. Hero System
    • Pre-Made Heroes: Unique heroes specific to each kingdom type, offering special abilities:
      • Gar the Berserker (Warrior Kingdom): Strong physical abilities and crowd-control attacks.
      • Grand Wizard Cain (Magic Kingdom): Defensive magic and elemental summons.
      • Rei the Saint/Saintess (Holy Kingdom): AOE healing and limited revival powers.
    • Naturally-Made Heroes: Units can evolve into heroes by achieving notable feats in the game, like surviving battles or dungeon raids.
    • Perma Death: Hero units are gone for good if they die(unless you have the Saint/Saintess).
  4. Dungeons and Raids
    • Dungeon Raids: Players can select up to six units for dungeon adventures, where they gain resources, experience, and rare items.
  5. World Events
    • Bandit King Invasion: A bandit leader appears with a horde, growing stronger by stealing from other kingdoms until stopped.
    • Empire Transformation: A kingdom that conquers multiple others transforms into an empire, gaining larger armies but requiring more resources.
  6. Customization and Progression
    • Customizations: Players can personalize flag colors, hero abilities, and kingdom stats.
0 Comments
2024/10/28
17:02 UTC

1

Timeless Tardiness: The Basement Chronicles

In a school where the basement stretches into infinity, every side holds a door leading to a different, bizarre room. As you race to avoid being late for class, you’re irresistibly drawn into this labyrinth of absurdity, where humor collides with horror at every turn. The fluorescent lights flicker ominously, and strange sounds echo through the halls, hinting at the unsettling surprises that await.

A witty narrator, reminiscent of The Stanley Parable, offers sardonic commentary on your every decision, turning mundane choices into laugh-out-loud moments. Each break presents a new opportunity for exploration: will you step into a room filled with sentient lunchboxes staging a hilarious revolt, or accidentally find yourself in a classroom where the lessons are both chilling and absurd, taught by a teacher who may or may not be a ghost?

Your ultimate goal? To find your lost homework, the key to escaping detention and the ever-watchful eye of your teachers. But beware! The basement’s eerie inhabitants may have their own plans for you. From mischievous ghosts to oddly sentient office supplies, each room holds peculiar challenges that could either lead you closer to your goal or trap you in a comically horrifying cycle of exploration.

As you delve deeper, you’ll encounter puzzles, quirky characters, and unexpected twists that challenge your wits and sense of humor. Can you decipher the clues left behind by previous explorers, or will the basement’s dark sense of humor keep you spiraling into absurdity?

Time is ticking, and with each passing minute, the pressure mounts. Will you navigate the chaos, unravel the secrets, and retrieve your homework before the bell rings, or will you be doomed to wander the endless, strange rooms of the basement, forever in search of your lost assignment? The clock is ticking, and the next bell is about to ring—adventure awaits!

0 Comments
2024/10/28
11:53 UTC

6

An anomaly observation detective game based around having to watch, pause and replay video recordings.

Like Her Story, the whole game is played on a virtual Windows 95 computer screen where you can playback various video files to spot both supernatural anomalies and clues to the case. The video files are entire found-footage scenes playing out before the victims in the video died, and you have to figure out the identity of the ghost that is haunting you before it kills you too.

It's basically The Ring.

One of the most memorable jump-scares in cinema is the news video of an alien in the movie Signs. So this game is a cross between an observation duty game, and all those horror movie scenes where a character is playing, rewinding, pausing and advancing frame-by-frame on some spooky tape/film and weird stuff starts happening.

The game has several live action videos (which are short stories in their own right) but they all get dynamic effects inserted, such as a face that wasn't there the last time you played it. And if you pause and advance it frame by frame to get a better look at the face, there is a small chance it could jump scare you.

The goal is to find the identity of the ghost that killed all those people in the found footage clips and that is now attached to you before midnight. On your computer you have a list of--say--fifty names of candidates who could be the ghost, along with their profile including how they died. You them use the video files to narrow the suspect list down until you are 100% sure you've identified the ghost. So for example, if in the earlier example where you paused the frame to examine the face you saw, it was a girl/woman's face, you can then eliminate all the males from your suspect pool.

All the while as the clock on your monitor approaches midnight, the hauntings on you and your computer escalate. Some of these video anomalies require you to click on them and "screenshot" them to prevent them from harming you. These saved screenshots in the screenshot folder can also have their own jump-scares and clues as well.

3 Comments
2024/10/28
09:19 UTC

11

Horror game idea based on pareidolia the phenomenon of seeing faces in everyday thangs

The game starts with this message "pareidolia is the phenomenon of seeing faces in normal thangs what could have caused our ancient ancestors to develop the ability to recognize faces in non living thangs" You play as a early human on a hunting trip at night you must hunt and complete your tasks while being hunted down yourself by a monster or animal (up to interpretation) that can shape shift the main game play aspect is trusting your gut on rether not something is a mimic or not it'll play on more of a psychological horror having to second guess yourself and look closer into thangs faces on rocks tress with eyes on them animals that don't act quite right these are some examples of how you can tell the creatures is tall back skinny the only way to see him in the dark is his pale white face. If by morning comes you don't have enough supplies then you'll lose so you must venture though the map avoiding the creature to get all of your supplies as time ticks down if you don't have enough supplies yourl have to make risky choices to get them but be careful a encounter with the creature is almost always a death sentence

2 Comments
2024/10/28
01:52 UTC

5

Class based cooperative artifact recovery game against an intelligent fluid simulation

inspiration taken from catacomb snatch and some fluid simulation videos on yt.

The goal of catacomb snatch is to recover an artifact (or multiple) from an old temple/dungeon while killing a lot of monsters and clearing their spawnpoints.

Here's an idea were the temple instead of being guarded by multiple enemies (maybe additionally) was inhabited by just one big slime?

And additionally the slime mold is not some typical entity but kind of a distribution of matter that can freely flow around on the map:

Map

The map is a tile-based grid consisting of walls and free space, but players can freely move around open spaces (not bound to tiles).

The total amount of slime on the whole map directly represents its health (might slowly regenerate though) and is distributed to each tile, so each tile has some amount of slime on it (might be 0)

Damaging the slime corresponds to a reduction of the amount of slime on the map.

Depending on the concentration of slime in a tile it continuously deals damage to the players touching it.

At certain concentrations the slime could have a life-steal capability which could regenerate some slime which would in turn deal more damage / steal life faster and slow down more.

If the slime concentration is below a certain threshold it either deals no damage at all or just diminishes the health regeneration of the players (deducted health is directly regenerated)

The slime can only "see" what it touches but it doesn't needs to be connected/whole - it could consist of multiple disjunct patches, that still could "communicate" with each other.

While most walls are impermeable there could also be walls with cracks in them that let some amount of slime pass but not players (maybe additionally some others can be destroyed by the players).

Weapons

Every player has some weapons which deal a maximum number of damage to slime in an area.

E.g. some special grenade could deal 10,000 damage to all tiles in an area around it, reducing the amount of slime on the map by 10,000 "units".

But only if slime is present in that area: it might severely hurt a blob of highly concentrated slime but would do barely any damage overall if there was only some residual slime sticking around that gets eradicated.

So you need to choose the right weapon for the right situation.

Visual

The graphics might be some top down pixel art.

The concentration of slime on a tile could be visualized with the following gradient colors: transparent, blue, greenish, green, lime, yellow, orange, red, dark red, black - while getting more opaque with rising levels.

The transparent slime would deal no noticeable damage but would still let the slime know of the presence of the players.

Meanwhile a whole mass of concentrated red (and upward) slime in a tile could insta-kill any player.

Gameplay

The goal of the players is to recover the artifacts hidden somewhere in the dungeon while the slime is forced by higher powers to protect the temple and the artifacts.

The players have some limited radius of sight but can augment their vision with lights and sensors.

It is important to clear and secure areas from slime and keep them in control by placing lights, dehumidifiers and turrets, which deal different amounts of damage with varying areas of effect.

Lights and dehumidifiers might only cause little damage to slime in that area but prevent the formation of a slime surface that could give the slime some information where the players are and which would slowly corrode the appliances.

Different types of turrets (flamethrower, electricity/shock, ice, laser, ...) get activated by higher concentrations of slime, dealing higher damage but to smaller areas.

Alarms warn players of a rise in slime concentration at different locations (either some notification that some turret activated somewhere or as an appliance that checks the slime concentration)

Classes

The classes might be designed completely different but here are some basic ideas for classes in a multiplayer setting:

  • explosives dude: provides guns and ammunition and can place explosive traps and bombs
  • electrician: sets up devices like lights and dehumidifiers, lays down cables and sets up generators and outlets
  • mechanic/ engineer: places and repairs turrets and other types of equipment
  • carrier: carries more of the stuff that every other class needs and is responsible for the transportation of the artifacts

carrier could be just a vehicle (not a player), a mecha or just some buff dude depending on theme - maybe just a npc that follows the players, but if it is mechanical it might get damaged by the slime and needs to be repaired, too.

The game mechanics could involve that multiple players have to cooperate more directly, like :

carrier provides turret; mechanic places and sets up turret; electrician hooks it up to power; explosives dude (re)loads ammo

or that always two different persons have to setup something. (like an explosive traps needs the explosives dude and the electrician adds some sensor to it and calibrates it)

Technical implementation:

The behaviour of the slime would be made possible by ✨AI✨

what i mean is

The slime is controlled by some deep reinforcement learning agent - without any input from the agent the slime would behave like some slow fluid that spreads its mass over the whole map

Then there is a neural network that gets the current map (walls/open space), the current distribution of slime, a "damage map" (where it took damage/where it senses players) and maybe the previous output as input

It then outputs a number for every tile in the grid (kind of generates a grayscale image) which directly influences the probability that the slime flows into that tile from the adjacent ones.

With enough prior training the agent *hopefully* develops not only the ability to control the slime and show behaviours like:

  • concentrate almost all mass into one giant blob and attack
  • or create multiple smaller blobs and be able to control them independently
  • while spreading out some slime to provide "vision" to the slime

but also develop strategies and adapt to the players and their defenses and at best provides balanced and fun gameplay :D

Other stuff

Maybe multiple teams could compete for the artifacts while needing to cooperate at times if the slime gains the upper hand on both teams.

There could also be a resource management aspect, where not only the carry-capacity is limited but the ability to restock and get/generate power too - or some meta-progression that if you retrieve the artifacts fast and don't waste too many resources you might be trusted with more expensive weapons / gadgets.

balancing would depend on how well the agent actually performs and how well it can control itself (every tile not controlled lets the slime freely flow around which would cause some leakage everywhere which in turn could cost the slime quite an amount of life if that gets dried up by the lights and dehumidifiers)

(i had this idea for quite some time but i haven't gotten around to creating a prototype so i will just leave this here and hope someone atleast gets some ideas/inspiration out of it :D )

0 Comments
2024/10/27
21:49 UTC

2

Which do you prefer when it comes to survival if given the choice between Sci-Fi and Post-Apocalyptic?

Have two different but similar ideas for a game, one is Sci-Fi and one is Post-Apocalyptic. Regardless of the specific idea, just curious what everyone moves towards. Obviously there are a lot of post-apocalyptic games and not a ton of good sci-fi survival games. Is that because people want post-apoc or because sci-fi is just harder? Not sure....

The main goal of both: Transform the world in some way.

Sci-Fi

Explore a world, find plants and seeds, splice them with technology you brought with you to terraform the planet to your peoples needs. Focus on exploration, farming and building.

Starts as a gross planet with bad air, water, etc. Ends as a nice lush planet.

Post-Apocalyptic

Explore an area infested with zombies. Gather medical supplies, plants and other items. Bring them back to your lab and to try and find a cure. Once you find a cure, you go out and spread it, causing the zombies to turn back into people and "terraforming" the town back into a community. Focus on exploration, farming and some combat.

Starts as a torn up area (City + forests, etc), ends as a community of people.

2 Comments
2024/10/27
17:44 UTC

2

The StillRoom: Stardew-esc storekeeping/story driven game. Craft & sell your own speciality goods at your storefront using ingredients from your small farm, forage the forest, and trading with locals.

A stillroom is a seperate room/building from the main house, used back in the day on large properties that had tons of usable land. The housekeeper would use the land's gardens, local ingredients in nature or in town to produce and store a number of different products for the owners of the property. Soaps, tonics, liqueurs, preserves, jams, cakes, dried herbs, coffees, teas, wine, etc. were often made in these stillrooms by the housekeep to give the owners their own goods to use by the very ingredients they grow on their land.

The plot of the game is similar to Stardew valley, where you get ahold of an abandoned stillroom with a storefront that has a small but high potential farmland in the back, located in a small town hidden between other farmlands and bigger towns in the area. The town you're homed in is struggling to get enough visitors to sustain its local businesses and you are going to take part in bringing life back into the place. You'll not only help the locals with the everyday struggles they face, but soon discover a forest with their own inhabitants in need of help, all encircling the old mansion of someone long passed who once owned all this land, including the very stillroom you now own just outside the forest bounds.

STORE KEEPING

You aren't a grocer, or the local convenience store. You are a speciality shop that takes low value products like fresh veggies, fruits, simple cheeses, and what not to turn them into high value goods that you'll need to manage at every step of the process.

Your focus at the stillroom is picking out what kind of goods you want to sell at your storefront, utilizing the limited space you have to produce high value goods beyond the normal items the locals get from their grocer or convinince store.

The variety of products you could sell would extend to medicinal tonics, natural cosmetics, canned goods (jams, preserves, pickles and ferments), liquers/liqours and fortified/spices wines, dried herbs and spices, certain baked goods and more. At first you'd have to focus on a set number of products in order to run things smoothly, but you'll be able to expand your operations as the game goes on. The best approach would not to try to create every item in game, rather specialize in set of items you can master crafting. If you want to try to dive into every craft, you can do so but it will be very difficult to manage and take alot more time to become rewarding.

You could choose to run a spice shop, organic cosmetic store, a canned goods store, specialty liquor store, and more, mixing anything inbetween.

The locals in the town will begin to have expectations of your store based on the direction you take it, and will be more willing to buy higher tiered items as they begin to trust your service. This will give you a way to gradually make more money at time goes on.

THE STILLROOM

You can experiment with a number of items at your disposal to create any variety of products you'd like. The value of these products will rely on a few factors: natural cohesion between certain products (flowers always highly enhances soaps, sweet spices like nutmeg, allspice and cinnomin enhance jams, etc.), the overall value of the products you use, and the quality of its production. You will never be penalized for creating a product with out-of-ordinary enhancements, but you can screw up recipes during its processing phase. Putting too much sugar in a jam or burning it as it cooks on the stove. Over distilling alcohols making them bitter. Not properly canning your jars. You can ruin an entire batch of items if you aren't careful, wasting your time and money.

That being said, certain weird combinations like rosemary and raspberry jam can trigger a customer loving the product and will pay more money for your continued production of it. Infact, news of this unique product will spread and you will get a surge of customers coming in to buy that specific good. This could last a week, 2 weeks, a month, or months! You could end up being known for selling this unique product, it's up to you if you want to capitalize on it. Though be warned, it may go out of trend at some point, so pay attention to it's sales numbers.

The stillroom will only have a certain amount of space in its basement, or have limited equipment to work with. You will be able to upgrade and buy new equipment as you progress the game. This is the same for the storefront, your garden, and your cottage out back as well. Everything can be upgraded and even highly decorated. You'll work with your local carpenter to help build up your property.

Management of your production/storage will be a big part of the game. Preservation will be very important, as you'll need to be sure all your products are in optimal containment or pulled at right times so you don't end up ruining all the work you've invested in. Checking on ferments happening in the basement, being sure bottled goods aren't sitting on the shelves too long to avoid light damage, dealing with the excess goat cheese you've purchased by either curing it or stack your shelves full of it and hoping they sell before the expiration date. You'll need to keep an eye on your products so you don't end up wasting all that time and money you've put in.

You can apply many different methods to help aid this management, with varying degrees of effort needed, products changed, and difficulty storing. EX: Curing soft cheeses elongate their life spans, but make them less desirable to customers. Adding emulsifiers to your soaps can help save a batch after improperly making it, but customers don't like the residue these emulsifiers leave behind. Purchasing aluminum canning lids instead of flimsy tin lids lessen the chance of improperly canned goods, tinted bottles instead of clear protect products from light damage, wax paper protect soaps from drying out compared to cloth you used to wrap it in.

THE FOREST

A big part of the game will be exploring the large forest behind the town, holding a collection of caves, ponds, rivers, and more that you will spend a considerable amount of time scavenging for goods like mushrooms, wild herbs you could collect and take back to your farm, wild vegetables, truffles, fish/shellfish, and more. Parts of it will always be the same floorplan, so you may create a map of bee hives, areas you know will have mushroom clusters, nut trees, ect. While areas you walk into like ponds, caves, and swamps could be randomly generated each time you enter them.

The plot of this part of the game is the forest is inhabited by different kinds of mythical creatures who are in termoil with one another for a variety of reasons. For this upset among them and to avoid even more powerful/evil forces within, a collection of forest fairies are placing pockets of magical influence that push the area into a state of hiding. This magical influence has been the immediate cause of the towns decline as it's push outsiders to become forgetful of the town or not notice it all together.

The focal point of these endeavours are focused on the mansion that sits in the center of the forest, as you come to find out once belonged to your great great grandfather long ago. For some reason it has harbered evil entitites for a while and it will became a location you'll have to visit often, discovering your ancestor's past and their long-term affect on this town as a whole.

In order for you to help these fairies and other creatures of the forest, you will need to forage for both regular and magical ingredients to create concoctions in your stillroom that will aid you and necessary to combat the evil that lurks within. Combat, exploration, puzzles, and decision making will be apart of these adventures you'll take on.

This will introduce you to new locations in the forest, discover new varieties of produce, and give you the opportunity to forage for new items. As you continue on these adventures, the mythical creatures will begin to rid of the forest of its magical protection, giving you and the town an opportunity to grow back into the thriving community it once was.

FARMING

Your farm itself is only capable of growing small amounts of high value products like peppers, herbs, spices, flowers, fruit trees/bushes, root vegetables (garlic, ginger, tumeric) ECT that all take specific care to maintain. As you progress the game, you will get a hold of differents seeds that expand the kind of produce you can grow, as well as give you higher tiers of a type of produce. EX: Getting an Italian Oregano over Greek, boosting its value increase on tomato based products. A new apple tree sapling that produces sweeter apples than you have currently.

You would not have enough space to say, produce enough grapes for wine making, or enough wheat for flour. The limited space on your property means you are only able to produce a set number of things on your own.

TRADING

In order to widen your variety, you have to take part in trading with the local businesses in your area that sell their own specific products. This would play an important part in the economics of your game where you'll have to spend money purchasing goods from these businesses and use their stock to create even higher value goods to sell for more money.

Winery: Wine to cook with, create mulled wine, distill to make brandy, make wine vinegar, or buy their left over grape pomace to make brandy or medicinal products.

Wheat farmer: To buy flour from and make assorted baked goods.

Olive oil mill: To produce flavored olive oil, cook with, create cosmetics with.

Dairy Rancher: Dairy to cook with or flavor soft cheeses with herbs and spices.

This would go on with the bee keeper, local farmer, butcher, and more. Missions will be available for these NPCs and you will grow a relationship with them that gives you access to higher quality goods they will sell to you.

FARMERS MARKET

Once a week your shop will be closed and instead a farmers market will be happening at the biggest town in the area. You will be able to travel to this town and set up your own stand at this market, selling any goods you have at a much higher price than you'd be able to at your own store. Not only will you make a boost of income from this event, but you will entice other people at the market to visit your hometown, not only helping it's economy but increase the number of customers you get at your storefront throughout the week.

At the same time, other businesses you've not met already will be at the farmers market, selling high value goods you yourself will be able to buy. Tea, coffee, fish/shellfish, rare produce, and more. They are expensive but will yield high income if you successfully process them into your own high value products. This is a risky investment, as people will be more picky on how you change these products, so it might be better to play it safe at first until you have enough income to mess around with recipes more.

If you build a relation with these sellers through their own missions and buying their goods, you'll be able to get them to ship their products to your place at a discounted price anytime of the week.

TOWNSPEOPLE, RELATIONSHIPS, MISSIONS

Just like Stardew Valley, you'll be able to build a relationship with the people of your town and take on missions provided to you. Whether it's supplying goods for events happening around, building up a love interest with a local, or solving issues for the local businesses, you'll help the town grow out of its slump and help it become a beacon of community for everyone to visit.

You can also take the opportunity to befriend certain businesses like the bakery, who can buy bulk orders of your jams that they will sell along side their bread, or the convenience store buying bulk of your cosmetics and natural soaps/lotions. This is an easy money maker as you can gain a big chunk of income right away, instead of waiting to sell your stock at your own store. This will also attract people who've bought your goods at other places to visit your own store directly.

CONCLUSION

The aim for this game is to create your dream storefront selling what ever specialty goods you'd like to get involved in, while helping the town bring back it's thriving economy and help it become a beacon of community it once was. Though farming will be an important source of ingredients to make your products, you will boost your progress by foraging in the forest, trading with local businesses, and befriending all those around you for better opportunities.

Hiring employees and learning there stories, going on adventurs and making decisions on the course of the forest's future, building relationships with the locals, tending to your farm, producing and managing products in your stillroom, running and marketing your storefront, trading with local businesses, and bringing life back into the town all be apart of your journey.

0 Comments
2024/10/27
16:04 UTC

0

Punk Wars, a persistent online FPS game about steampunk technology vs. cyberpunk technology

so this game is a persistent FPS where you can choose your own loadout and fight for your chosen nation. persistent means that the game is played over the course of multiple IRL days and your contribution to the war effort is felt all across the game, even in areas you've never played in.

the nations are, of course, steampunk and cyberpunk.

the steampunk nation has victorian style clothing and less advanced weaponry such as muskets and flintlocks. do not underestimate the appearence of the weapons, the steampunk nation is just as advanced as the cyberpunk nation, it just LOOKS old.

the cyberpunk nation has more futuristic style clothing, what you'd expect a cyberpunk themed game to have. they have things like laser guns and augments. the cyberpunk nation may SEEM like they have the advantage here, but the steampunk nation is not to be underestimated

the player can freely customize their clothing and loadout with millions of combinations. you can be a cyberpunk ninja who cuts down your foes with a laser katana or even a steampunk inventor who builds turrets from high vantage points with your jetpack

once you choose a nation, you are locked into that nation until the end of the war, which can take weeks.

if shooting down enemy players in the battlefield isnt your style, you can also contribute to the war effort via other gamemodes. these gamemodes can be played solo or in a squad with 3 other players.

Infiltration allows you to sneak into the enemy nation and steal their technology, allowing other players of your nation to fight with the other team's weapons.

Assassination tasks you with killing an important political figure in the other team's nation. killing the figure will send a newspaper clipping to all players of that nation to notify them of the assassination. assassinating the political figure will shrink the influence of the enemy nation, allowing yours to advance.

Sabotage tasks you with destroying an enemy supply depot, slowing down the rate at which the enemy nation receives their supplies.

or if you dont want to fight or be anywhere near the enemy at all, you can stay behind in your own nation to do research and/or logistics, sending support boxes to your allies as they fight.

0 Comments
2024/10/26
22:56 UTC

0

Road building game: fast prototype with Warcraft 3, part 3

Short Video https://youtu.be/XxIenq0TEH0

tl;dr in the end

In the previous posts, I was exploring my taste and thinking about the impressions I want to have from a game. At first, I wanted to have many things: exploration, research, trade, road building, and route optimization. I implemented some of those features as a Minecraft mod and quickly found that e.g. exploration was rather boring for me. Meanwhile, thinking about roads was captivating. I especially wanted to experience the feeling when I finish a very expensive road and it significantly increases the efficiency of transportation like it was with railroads in Factorio or Civilization.

The rendering distance in Minecraft was too short to have carts run as far as I wanted. At the same moment, I realized that when the road system will be a little more complex I would like to have a 2D overview of them. Therefore I decided to continue prototyping with an RTS game. I was already familiar with Warcraft 3 world editor and I knew it could configure many things in the game.

Initially, I imagined that there would be traders scattered over the map and the player would set up caravans to go between the traders and leverage the difference between the prices. However, essentially it is the same as if the workers would simply go to the mine and back. Each travel results in profit as well, but it wouldn’t require complex calculations and adjustments. The idea of trade however still holds my brain firmly, maybe I’ll return to it later. For now, I only have the opportunity to explore the essential ideas.

Warcraft 3 didn’t have roads, so I tried to simulate it with towers that radiate a short-distance speed-up aura. Unfortunately, when a unit goes out of the aura radius, the unit will continue having the aural effects for about 2 seconds. So my aural towers became much more powerful than I expected, a single tower can cover half of the path. I also managed to make an auto-cast speed-up magic and it was a huge pain. Warcraft Editor hardly allows any modification to magical effects themselves, only the effects’ strengths.

Without any problem, I implemented cutting through trees and obstacles to create shorter paths.

On my first run, I spent 40 minutes on the map. The workers moving back and forth did provoke the right feeling of continuous work and progress. The biggest problem was that the upgrades that led to faster mining didn’t get the feeling of a big upgrade. You can see on the video that the workers begin running faster, but it feels like too small an improvement.

I needed to have an activity the player can engage in while waiting for the money to stack up, destruction of trees and obstacles suits this surprisingly well.

For quite a long time I had been adjusting numbers and adding new features, like I actually added automatic trade. It was somewhat easy to implement, but still, it was very difficult to set up this mechanic to provide the right feeling for the player. I also wanted to have roads and mines of different bandwidths and intermediate stops. I had to admit in the end that it was time to move on as I had exhausted the functionality of Warcraft Editor.

It is great that I tried Warcraft, now the picture in my head is much more clear.

I also have played Mini Metro. I think my game will be similar to it in many aspects, however, I want it to be less arcade, but more meditative and complex, e.g. to have roads of different types. That lowered my enthusiasm a little since I aim to build a game more complex than Mini Metro despite having a smaller budget.

Another peculiar event, a few weeks ago, I spent some time in a big Orthodox monastery. It offered a free stay in exchange for unskilled labor, it was kind of a retreat. The job I was given was to drive around the town in a lorry and move various goods and foods here and there. The most difficult part was at least to remember what deliver where, and then to optimize the route. I liked that very much, and I think this experience will add a lot to the game.

TL;DR

In the end, I’ve now distilled my ideas down to 3 things the game has to implement:

  1. The feeling of ongoing progress toward some big upgrade;
  2. And the feeling of a big improvement when it is ready;
  3. It has to revolve around making and using connections.

Now I imagine this: there are towns on the map. In each town, at a random time, a passenger appears who wants to go to another town. The passenger has preferences about which town to go to, how fast, and for what price. If the path with the necessary parameters exists, the passenger takes it, and the player earns money.

The player builds roads of various types: cheap roads with low speed and expensive roads with higher speed and bandwidth.

Mountain tunnels, bridges, and bullet trains will serve as big projects. To have a better feeling of the progress the player has to have control on the construction progress, e.g. adding more money to the construction to speed it up.

And when we have e.g. a bullet train between NY and LA, it will be able to serve the rich audience with low time preference. Who previously would not travel at all. Thus, the player can earn even more money.

How does this idea feel to you guys? Or can you recommend games similar to it?

The next step is to draw the most minimalistic demo with Figma and Unity. Who knows, maybe even to publish it on Steam or Itch? It won't hurt to have a page and slowly gain wishlists.

2 Comments
2024/10/26
17:13 UTC

1

thought of a venom game based off the new movie i watched

its a 1-20 player game with a few gamemodes. SINGLE PLAYER: you play as eddie brock/symbiote. you can detatch the symbiote from ur body at any time and crawl around as the symbiote. there are police/ army forces coming after you that you must fight to ecape. there is also the xenophage that can see the codex whenever you are venom. the xenophage has 6 lives. the army forces has 1 and the goal is to kill all of the army and xenophage to “win” there are some optional sidequests also.

MULTIPLAYER: it is pretty much single player but everything attacking you is another person online. people can play as venom,army forces, and the xenophange. same goal for venom but the goal for the army is to capture the symbiote and the goal for xenophage is to kill venom.

MUSEUM: if you have ever played Friday the 13th the game, its similar to the cabin. you play as the army and must capture a bunch of symbiotes kinda like how you collect the different jason’s.

EXTRA FEATURES: you can get different skins for anything you can play as by purchasing them. you can also buy different symbiotes which have different powers. NOTE-sorry if this idea is kinda rough me and my friend thought of it at like 10pm and i was half asleep thinking of the idea and i was just waking up before writing this. TELL ME WHAT YOU THINK!!!!

4 Comments
2024/10/26
14:30 UTC

0

[LoTM V8] Help Needed for a Lord of the Mysteries Themed Discord Bot!

0 Comments
2024/10/26
07:38 UTC

1

I thought of a cool realistic-arcade type shooter game thats all about tactics

Idea for the game:
It is a destructive, realistic-arcade, tactical shooter mixed with RTS.

Players:
There are 2 teams. Both teams have 4 Squads in it consisting of 4 people. There is also a commander. Basically in a team, there is 16 grunts, and 1 commander.

_____________________________________________________________________________________

Commander: A player is randomly selected or voted to command each squads. He has a top view camera on the map and he can give orders to the squads via chat or in-game commands. He has the option to click on a squad and give them directions and such. To give him more purpose, he has perks that can help his squad achieve their goals more efficiently such as airdropping vehicles, ammunition, and weapons. There is a green circle around a squad for more generalized commands. Optionally he can command individuals.

Soldiers: In a squad there are 4 roles. A leader, SAW gunner, rifleman, and a grenadier.

Leader: Receives the orders from the commander and leads the squad. Carries modified M4, M9, Special binoculars that lets him ping out orders, and a respawn kit.

SAW gunner: A little more armored soldier, and takes orders from the leader. He is for fire suppression and is supposed to be fearless. Carries m249, m9, and a frag.

Rifleman: Same stats as the leader except with less authority. Carries M4, M9, Frag, and a medkit for him or his team.

Grenadier: Is a rifleman except with more firepower. Carries m4, m9, frag, and a grenade launcher (for destruction physics)

The guns are changed for the other team, but same idea for their firepower. I simply listed down American weapons and weapons can vary from the team's country.

I mentioned a respawn kit right? A leader can drop it somewhere in the map and his teammates can spawn at that location. If it is destroyed, the squads ability to respawn is removed. The leader can relocate it a bunch of times but it can only be destroyed once. Commander can help direct them on the best place to put it.

_____________________________________________________________________________________

Map: A destructible realistic setting map. It is outdoors obviously and location can vary.

Features: Destructible dirt for trenches. Building if possible (eg barbed wire, sandbags, mounted turrets)

Game modes:

Capture the flag: Flag race
Deathmatch: First to wipeout all squads

king of the hill: points based

Conclusion: I want it to feel like an arcade shooter, but with realistic damage and movement. A Fps shooter but also an RTS game. I feel it would be too difficult to make it to a bigger map and bigger team but it will work if it was managed.

1 Comment
2024/10/26
06:38 UTC

3

Stardew Valley but with Resturant- 2D pixel game (looking for possible coders/actual artists to make this real)

Ok, so I LOVE pixel art games, a favourite of mine if Kingdom 2 crows which I think knocks stardew out of the park with its visuals.

I love the world and town aspect of Stardew as well as its early game and character story but feel late game it gets too wild, so my proposal is this.

A pixel art game where our player finally begins their dream of running a 5 star restaurant! With their best friend as their first employee the game would feature “trees” of cooking skill with the player getting to pick a few basic skills at the start- these trees are like culinary routes- Italian, Japanese, Burger -ect allowing the player to create better dishes with different food dependents- From there it’s a balance of

Cook food for customers - Buy ingredients from shop Level up Cooking skill Pay bills + wages Employ other chefs + staff Decorate / move to other buildings with unique vibes

With the bonus of a cool place to explore and characters to meet, rivals ect! (Maybe multiplayer?)

Just some ideas I’d love to hear feedback or if anyone knows how to actually make that a thing lmk!

9 Comments
2024/10/25
01:48 UTC

5

I would like to play a game that’s an aging metaphor.

I’ve had this idea for years and would love to see it made one day. I’d really enjoy a game in the vein of Hades or Dead Cells, that’s designed for 100 hours of gameplay. The first 15-20 hours would mostly be developing basic abilities to max level, learning the maps and enemies and learning what advanced abilities might be available in later hours. The next 40 hours would be spent developing advanced abilities available to you based off of the basic abilities you put the most time into, and expert abilities you could learn based off of the advanced abilities you developed most and learning ways to keep those abilities at peak level through the last 40 hours of gameplay. Through the first 60 hours the enemies stay marginally the same difficulty with maybe some elite or boss style enemies. But the last 40 hours would be spent trying to keep abilities at peak levels while slowly they decrease without regular use. And the button inputs would get a percentage failure rate that increases from 0%-100% regardless of how often you use them, until you’re just completely unable to even move because your inputs have been completely disabled. And there could be things early on that slows the failure rate increase later on but need time to develop before you reach the input failure stage. I’ve got more ancillary ideas to go along with it but this would largely be the basic premise. Do you think there’s any chance that this game could ever be made or even a good chance?

7 Comments
2024/10/24
23:45 UTC

3

Project: Evolution - A Mobile Roguelite Alien Game

Disclaimer: Since English is my 2nd language I fed a LLM with my ideas and edited the results to articulate my vision.

High Concept:

"XCOM meets Alien/Starcraft" - Command an evolving alien species in tactical roguelite missions on mobile, where adaptation is the key to survival. Start as a simple organism and evolve into the perfect predator based on your enemies' weaknesses.

Core Gameplay:

Each mission is turn-based and lasts 20-40 minutes. Players start as a basic biological mass ("Creep"), exploring, assimilating, and evolving to counter specific enemy types and defensive structures. Success grants evolution points for permanent upgrades and unlocks new forms and abilities.

Strategic Dilemmas:

Players face critical choices with limited Action Points (AP) each turn:

- Scout extensively with spores to reveal enemy patterns and weaknesses, but risk giving them time to fortify

- Quickly establish multiple small nests for resource generation, but have them be more vulnerable

- Lure isolated humans into traps for fast evolution, exposing your nest location

- Focus on creep expansion for better mobility and resource generation, but become more visible

- Concentrate evolution into a single powerful entity, or develop a network of smaller, specialized creatures

Key Features:

- Dynamic Evolution System: Start small, scout enemies, and choose evolution paths (stealth/melee Xenomorph-style, swarm tactics with Facehuggers, or ranged spore/acid attacks)

- Host Infestation: Convert humans into Xenomorph hosts, specialized organs, or extract unique abilities

- Power Discovery: Like in Hades, find unique powers through host transformation, DNA extraction, and environmental adaptation

- Base Building & Territory Control: Place nests, poison glands, and organic structures strategically

Meta Progression:

- Mother Alien & Main Nest grow stronger over time

- Start new missions with more or stronger units

- Unlock new starting abilities and tactics

- Research new biological adaptations

- Develop different evolutionary branches simultaneously

- Create synergies between different unit types

Project: Evolution combines XCOM's strategic depth with biological adaptation, creating a unique mobile experience where players think tactically about immediate threats and long-term evolution. Contained 20-40 minute missions and intuitive touch controls maintain the pick-up-and-play nature of mobile gaming while offering deep strategic choices and progression.

2 Comments
2024/10/24
08:17 UTC

0

A game where you play as Forest Fairies [RIPOFF] [Open World]

Part 1: Why I think this game should be made in the first place:

When I was a kid growing up in the early 2000's it was very uncommon - but not unheard of - for girls to play video games. I know it's a stereotype that "girls don't play games" or whatever, but it used to be more or less the truth. (with exceptions, of course.)

Since then, however, the number of females who play video games has increased dramatically! Video games are just so undeniably cool & fun now that this style of entertainment is no longer dominated by young men. Women game. Adults game. Heck, look hard enough & you can find boomers who genuinely consider video gaming to be their hobby!

But there's a problem: While other people besides young men are playing video games now, it is still somewhat uncommon for video games to specifically aim for a target demographic beyond just "Young boys" and "20-Something Year-Old Dudes." Look hard enough and you can find examples of games where the target demographic is something other than those groups, but my point is that this sort of thing is uncommon.

Meanwhile, I've got an idea for a video game series where the target demographic is specifically aimed at GIRLS and WOMEN. And not only that, but my idea goes beyond just "Oh this game has a female protagonist, therefore this game is automatically female-friendly." My game idea is meant to appeal to women from the ground up!

(By the way, I'm trying my best to articulate my words in a sensitive & inoffensive manner here, so if I've stepped on any1's toes here, I'm sorry. That's not my intention here, I just want to share my game idea with strangers on the internet.)

Part 2: Where I totally ripped off this idea from:

I'd like to start out by saying that there's nothing wrong with little girls playing with toys that are meant for little boys. If girls want to play with trucks, army men, action figures, etc. it's not a problem. Not that anybody needs MY permission to play with whatever toys are out there, but you get the idea. Little girls can play with toys from the "Boy's" section of the toy store. We all agree on this? Great! I'd also like to say that I have no problem with girls playing with toys related to Star Wars. (This becomes an important detail later, I promise.)

WITH THAT HAVING BEEN SAID... even though I have no problem with girls playing with so-called "Boy's Toys" the fact remains that certain brands of toys & merchandise are VERY SPECIFICALLY trying to aim at certain demographics here. Some toys are aiming at the demographic of boys. Some Toys are trying to aim at the demographic of girls. Demographics are important in the world of business! You need to know what audience you're aiming for! It's just part of marketing! There's nothing wrong with girls playing with toys for boys, I cannot stress that enough, but the fact remains that girls are not who the target audience is for many franchises, including... Star Wars!

I cannot stress enough that there's nothing wrong with girls liking Star Wars. Far be it from ME to say that "We men deserve to have all the spaceship-shoot-lasers-go-boom to ourselves & girls can't have any of that!" That's NOT how I feel! Star Wars is awesome! And girls who like Star Wars are awesome too. BUT... the fact remains that the core demographic of Star Wars is aimed squarely at boys & men. It's just the truth! Com'ann, tell me I'm wrong! What's that? You don't believe me? GEORGE LUCAS HIMSELF SAID SO!

When George Lucas made Star Wars, he made the kinds of movies HE wanted to see when he was a kid. Specifically, when he was a young boy. It's just the truth! But then, he sold Star Wars to Disney. Good Decision? Bad Decision? Pros & Cons of that fact? I'm NOT going to go off on a tangent & rant about Disney's handling of Star Wars, you don't care about that! But when Georgie-Porgie sold Star Wars to the House of Mouse, he knew he wasn't *entirely* done with filmmaking! He had one final idea on his mind: What if I made a franchise that was kind of like Star Wars... but aimed at the target demographic of GIRLS instead of BOYS?

Thus was born the concept of the film "Strange Magic" - for those unaware, Strange Magic was an all-CGI animated movie kind of like Clone Wars (not in terms of art style, just that it was an all-CGI project) and it featured happy little forest fairies, songs, story etc. Strange Magic would go on to flop HARD at the box office when it debuted in 2015.

Part 3: Why this could work as an idea for a great video game:

Yes, it is true that Strange Magic flopped pretty hard at the box office, but the thing is... I don't think it flopped because it was an inherently bad idea! I think the idea of having a franchise with forest fairies as the main characters IS an inherently GOOD idea IF DONE RIGHT! I think the real problem here was that, at some point in his career, George Lucas just straight-up forgot how to make good movies. The Star Wars prequels were boring (imo) & the 2 most recent Indiana Jones films weren't great either, and when Strange Magic failed, George Lucas just added it to his failure pile & wiped his hands of all of the plans he had for it as a potential series.

(If you've gotten this far, thank you for reading this and hearing me out by the way. I haven't even talked about the actual game, yet.)

So here's my idea in a nutshell: We rip off George's idea, but make it a video game series instead of a film franchise & give it a new name entirely! Features shall include the following:

  • This game will be based on real-world folklore & fairy-related mythology, and it shall have mythologically accurate fairies. I'm not talking about fairies that are all rainbow-colored & s### glitter or something like the ones you'll see on little girl's trapper keepers or whatever! I'm talking about fairies & mythical creatures that are accurate to the original myths of Western Europe! And maybe Eastern Europe, if we need to get more crazy magical critters in there. Maybe even some Russian monsters, like Leshys or something if we're feeling spicy! Heck, throw in a fistful of Eastern-culture monsters from Chinese Mythology to appeal to foreign markets a little! As long as it's all mythologically accurate! Visually, I'm picturing something between "The Witcher 3" and the art for "The Spiderwick Chronicles" (although less "ugly" than that. I liked the Spiderwick books as a kid, but dang, some of those monsters are very nearly grotesque.)
  • Since we're going myth-accurate here, the fairies you are playing as shouldn't be out to "save" or "help" humans. In the original myths, Fairies often play pranks on humans, including very mean pranks. Have you ever seen Shakespeare's play "A Midsummer Night's Dream" before? That's more or less an accurate depiction of what fairies are like in actual fairy tales. They interfere in the lives of humans & play mean-spirited, often harmful pranks on them. The fairies in my hypothetical game aren't out to help humans in any way! The way I'm picturing it, the fairies in this game's plot are probably trying to save their own kingdom. Meanwhile, humans are just kind of there, and you have the option to play merry little pranks on them as side missions.
  • In addition to mythologically accurate creatures, we should throw in some "original" creatures as well. The idea would be that, while traditional fairy tale creatures are certainly great, it stands to reason that a "real" fairy land would have creatures that we humans simply aren't aware of! There are thousands of unique & interesting creatures here on Earth that you have never heard of, so why wouldn't there also be creatures in fairyland that simply don't exist in mythology? Fairyland would logically have a diverse array of creatures that simply never made it to Earth mythology because the Humans who did cross over simply never encountered them! Does that make sense? I hope that makes sense. Unicorns, Elves, Dwarves, Gnomes, Trolls, Ogres, Dragons & Gryphons for sure should be included, but if we should be lucky enough to even make this game, hypothetically, we should be sure to have some fun with this concept! Put our own spin on things! For as great as Lord of the Rings, Game of Thrones, Zelda, D&D, Warcraft & other Sword & Sorcery stories are, they're all sort of starting to look the same & follow the same rules all the time! I say we take this idea and make it truly "ours" - and part of doing that MUST include mythical creatures that would be against the gamer's expectations.
  • The way I'm picturing this is that this game will likely be an open world game, set in a massive forest filled with mythological creatures that the humans cannot perceive. Some fairy tale stories say that you can accidentally stumble into fairyland by pure accident "as long as you're not purposely LOOKING for fairy land" & other stories say that fairyland is somehow invisible to humans unless they follow some other weird, magical circumstances. You start out in some human's house, but they don't even know you're there & you can totally play pranks on them, while having your own adventures. Throw in some light RPG elements & magic powers to play around with, and we've got a playstyle. Sidenote: Don't "dumb down" the difficulty or over-simplify things too much. Girls deserve a bit of fair challenge too, they're not stupid and they shouldn't be babied.
  • Tons of Deep Lore specific to this series. You know how Star Wars has lots of deep lore that extends outside of what you see in the movies? The kind of stuff you have to dig REALLY deep just to get to? Add in some of that!
  • Complex characters, charming dialogue, and ultimately, a happy ending. I always dislike sad/unhappy/morally ambiguous endings in any media. Granted, unhappy endings leave the consumer of said media really thinking afterwards, and it can make the narrative feel/be a bit more deep, etc. etc. but it's just such a downer when that happens. Life is miserable enough sometimes, ya know? This Untitled Fairy game should be a bit of an escape.
  • The art style doesn't necessarily have to be photo-realistic. It can be cell-shaded, or have some other unique look to it. I'm feeling flexible on what the art style should be, as long as it's consistent & pleasing to the eye.
  • Consult Female Character Experts of some sort on ideal depictions of women in games. Not in an in-your-face, preachy sort of "woke" way, where it feels like you're having someone else's opinions shoved down your throat. Just in a nice, realistic, subtle & inoffensive sort of way. Remember: Realistic depictions of women don't necessarily have to have a hard message attached to them. Leave room for subtlety here.
  • Don't make the game totally unappealing to boys/men. While the core demographic should be girls, try not to shut out the male demographic completely. Too much pink, too much neon colors & too much sparkly glitter effects will turn some men away! Find the balance between too girly & not girly enough! It might be a good idea to shut out glitter completely.
  • Not all problems have to be resolved with fighting in this game, I think. Give players the option to talk their way out of at least some situations. Not all problems have to be resolved with violence in real life, so I see very little reason to resolve all of our problems in this game with fighting! Diplomacy IS an option in Fairyland. For reasons I would have difficulty describing, I feel that this would appeal to a female demographic even more this way. I might be wrong.
  • I'm leaving other ideas ambiguous because I want to leave some things to the imagination here.

Again, if you've read this far, I'd like to thank you. I'm about out of ideas here, but I hope you all liked my concept & I hope you all understand that I tried to be as inoffensive as possible here. Sorry if I stepped on anyone's toes here, so to speak. I promise it was unintentional, if so. I just really wanted to share my idea with the world & let it all probably get lost in the aether that is Reddit posts. Thank you for coming to my TED talk.

4 Comments
2024/10/24
08:09 UTC

2

Tailor your new home to your needs through farming, exploration and terraforming.

X Statement: Tailor your new home to your needs through farming, exploration and terraforming.

High Level Design: You're the advance team for a colonization company. This company sends massive colony ships to distant solar systems to create new colonies. Your team will land on the planet years before the colony ship arrives and you must assess its livability and fix any problems. Many resources you require cannot be found directly on the planet and where too big or heavy to bring with you so they must be grown.

Core Loop: Explore and obtain local plant life and resources. Craft "Cores" that meet the needs of your people, splice them with seeds to create new plants. Plant these seeds to terraform areas of the planet.

Your goal would be to advance four major pillars, each feeding off each other in different ways. Your goal is to get everything "ready" for the colony ships arrival. There would not be a time limit on this.

  1. Water Quality
  2. Air Quality
  3. Processing Power
  4. Food Stock

There would also be power management.

All terrible names but to get the high level idea across:

So let's say I have 3 plants I can find.

  1. Basic plant, easy to find/gather.
  2. Speed Plant, harder to find but grows faster.
  3. Yield Plant, harder to find but grows bigger.

I go out and I gather Iron, Silicon and Aluminum to make a Metal Core in my landing station. I put the metal core + basic plant into the synthesizer and get a "metal plant seed". I plant this and after 10 minutes, I can harvest it, gaining ...metal (Again, simple/dumb names just to provide context)

Building a basic water processing plant requires 3 metal and some other easy to gather resources. The basic water processing plant improves the overall water quality by 0.00001% per second. On it's own, it would take 270,000 hours to get water quality to 100%, but of course you'd build more and then better water processing plants would do more.

There are 4 tech trees that unlock my ability to craft/build things.

The Tier 2 Metal Core unlocks when Air Quality hits 25%.

The Tier 2 Metal Core requires Iron, Silicon, Aluminum but also Zinc. Zinc is harder to find and further out in the world.

I need the Tier 2 Metal to build the Advanced Water Processing Plant, which requires 5 of them. This plant increases overall water quality by 0.0001% per second.

Tier 4 is a Quantum Water Processing Plant. This requires the tier 2 synthesizer which allows for a plant to be sliced with 2 cores instead of one. So you need both a Quantum Core and a Metal Core. Which makes Quantum Metal.

The water on the planet starts off poisonous and an awful color. You cannot drink it or be in it without a suit. As you build water processing plants, the water improves until it is crystal clear and drinkable. The better the water, the easier it is to grow plants.

By end game, I have whole farms growing different types of plant/core combinations. I have automated systems collecting them and the world itself has changed both functionally and visually.

0 Comments
2024/10/24
03:39 UTC

0

2D Tactical Roleplaying Shounen Universe Crossover Game

Working Title: Shounen Crossed Dimension

Gameplay Summary:
The gameplay centers on strategic, turn-based combat on grid-based maps, where players control a team of characters from Bleach, One Piece, Naruto, and DBZ along with new original characters. The game uses an isometric view, with players moving characters on a grid during combat. Each character has unique stats, skills, and attack ranges based on their abilities from the anime. Combat involves positioning your team strategically, using special attacks (like Bankai or Kido), and defeating enemy units.

Mechanics:
You can choose which universe your character is from, gender, and customize appearance.

You can choose from several classes and abilities based on which universe you're from.

EX.

Naruto Verse:

MaleKonoha

Sharingan

Fire style

Genjutsu

Bleach Verse:

Human

Male

Fullbringer

Object Manipulation

Spiritually Aware

DBZ Verse:

Saiyan

Male

Hand-to-Hand

Great Ape Transformation

Certain abilities, races, etc are locked and can be unlocked in New Game + by beating the game in Hard mode.

Players can recruit characters from the various series and build teams with their favorite characters, using them strategically in battles. Outside of combat, there are events where characters can interact, allowing players to strengthen relationships between team members. These relationships impact performance in battle through support bonuses.

Story:

Characters from One Piece, Naruto, and Dragonball Z are transported to the world of Bleach by Aizen in order to kill the Soul King. Aizen uses Kyoka Suigetsu to make the characters believe they are significantly weaker than they are.

The game centers around Karakura town, Soul Society, and Hueco Mundo.

0 Comments
2024/10/24
02:27 UTC

0

A unique concept for a game that blends elements of horror without fully embracing the genre.

As the protagonist cautiously steps into the dimly lit corridors of the abandoned building, the air is thick with an unsettling silence, broken only by the distant echoes of their own footsteps. Shadows dance along the walls, and the faint smell of decay lingers, hinting at the long-forgotten stories trapped within these crumbling walls. The atmosphere is charged with tension, as the protagonist knows they are not alone; a fearsome monster lurks in the darkness, its presence felt in the chilling drafts that sweep through the hallways.

With each turn, the protagonist must make quick decisions, choosing between stealth and speed, as the creature's growls reverberate ominously through the structure. The gameplay is a delicate balance of exploration and survival, with the player uncovering clues about the building's past while evading the relentless pursuit of the monster. As they delve deeper, they stumble upon remnants of the building's former life—faded photographs, scattered belongings, and cryptic messages scrawled on the walls—each piece adding to the haunting atmosphere and hinting at the horrors that transpired here.

The tension escalates when the player finally encounters the creature face-to-face. Its grotesque form is a nightmarish blend of shadow and sinew, with eyes that burn like coals in the darkness. In this heart-stopping moment, the protagonist feels a primal fear wash over them, a visceral instinct to flee. But before they can react, the creature lunges, and the world around them blurs into chaos. The screen fades to black as the protagonist loses consciousness, the last thing they hear being the creature's chilling roar echoing in their ears.

When they awaken, the protagonist finds themselves in a different part of the building, disoriented and confused. The air feels charged with a strange energy, and as they rise to their feet, they notice a profound change within themselves. Their senses are heightened; they can hear the faintest whispers of the wind and see in the dark with an uncanny clarity. A surge of power courses through their veins, and they catch a glimpse of their reflection in a cracked mirror. The transformation is both terrifying and exhilarating—features once familiar now twisted into something more monstrous, more powerful.

As the protagonist grapples with their new identity, they realize that they have become a creature that surpasses the original in both strength and ferocity. The building, once a place of fear, now feels like a battleground where they can reclaim their agency. With newfound abilities, they can harness the

5 Comments
2024/10/23
22:51 UTC

2

Grand Strategy Roguelike inspired by Paradox style games

So I had this idea today, and I think I quite like it. The basic idea is that it’s a grand strategy game, but things are unlocked between runs, rather than every run having all the content right off the bat. I think the scale would be shrunk down some, perhaps played on one continent or region.

You can develop your areas, build cities and improvements, and recruit and design armies. As you complete certain achievements, you unlock tools and abilities for future runs.

So perhaps when you first play, you can only recruit basic spear and rock throwing units into your armies, you have basic farms that don’t produce much food, and you can’t really develop your areas past basic settlements. But if you get say a settlement with a population of over 100, then you unlock basic settlement upgrades for your next run. If you have a certain number of farmers, you unlock more effective farms. And for some achievements, you’d get a flat boost. For example, having a country over over X population, taxes set to 0%, and a positive income still would grant you +5% trade value for your future games.

I think this would add a replayability factor to the game that would allow it to be enjoyed without having a strict focus on a particular era or real history.

2 Comments
2024/10/23
20:03 UTC

5

Which of these game concepts work better? (50 character count)

  • Boss rush bounty hunting rogue-like. The player will go to a certain object that offers bounty then can teleport everywhere in the overworld to hunt down their bounty. There will be a couple of dangerous monsters and hazards to avoid depending on the area. Till they reach their bounty the player must sneak then pounce them to lock in combat. Some bounties will escape others have interest on fighting. Most bounties have lesser HP however they can have dangerous attacks that require puzzle solving. Bounties will also have variety of personalities. The main goal is to assassinate your bounty till the next bounty to come. Escaping bounties will still be anywhere on the overworld but they need a specific area to find. You'll have 3 lives left, losing all lives means game over, finishing your bounty will recover lives.
  • High-stakes monster hunting rouge-like. A party of players/characters goes on an expedition to study the mysterious and dangerous ecosystem. A way to progress is to dig deeper to discover new places and dangers to come. They must gather new information as much as possible and return back if necessary. However, hostile creatures that are straight up killing machines and built for battle are the main obstacles in the game with various situations to deal with. Most of these creatures aren't easy to deal with and their difficulties can range to hoardes, elites, tyranic, god levels. The creatures must be more grotesque looking to invoke horror and intimidation.
0 Comments
2024/10/23
12:55 UTC

6

Conspiracy Board Creator (more an interactive corkboard simulator)

The reasoning behind this idea is I've been in a year-and-a-half long D&D campaign, now and there's so many plot threads...

Whenever I begin discussing it with my fellow party members I feel like I look like Charlie from the Pepe Silvia bit.

I've scrounged for applications, but none have been satisfactory.

=====

Foreword: I am not a programmer, so i don't know how feasible some of these ideas are. It's mostly a stream of consciousness my brain has been tumbling around, so if one of the settings, potential mechanics, or overall ideas hits you wrong, remember it's a "Basic Idea" and nothing is set in stone.

=====

My concept is in a first-person view, where you can walk around loading in, picking up, and pinning items inside the lobby you're in. You'd have a selection of rooms. From something as small as a 20 × 30 boardroom office, a mock evidence locker (maybe you could upload PDFs to fill file folders or digital notebooks), an old fashioned private eye's office, a classic TV studio set from the 50s, to an open void. Give you options for you and your friends to have fun with.

There would be props that you could spawn in. All the boards: cork, dry erase, chalk, what have you. You wouldn't need them to pin documents to, but organizing would be optional. Banker/evidence boxes that you can fill and label. Shelves, desks, file cabinets: decoration and storage. Also, importantly, a trash can that can auto-delete clutter, or perhaps require a room mod to verify so trolls don't undo hours/days/weeks of hard work.

As for the documents, if you're sharing the lobby I don't know how easy it is to upload a picture, word document, or PDF so that it is shared with all players present. My experience is with GMod, and that usually requires downloading certain file pack through Steam so you don't get large ERRORs showing up where models should be. Short of that, I'd suggest using a file/image sharing website for that. Keep the size for images to the standard 8.5 × 11 (portrait or landscape) for max size. Maybe have a special props that are larger canvas, polaroids, post cards, all customizable to add your pictures. Sticky notes to label said documents, and of course, yarn that you can pin connections together. Both in various colors.

=====

I think it'd be wild to see how different people organize their spaces, and it'd probably save a lot of in real life space.

2 Comments
2024/10/23
05:43 UTC

5

Auto da Fe Simulator, RollerCoaster Tycoon meets the Inquisition

Elevator pitch: RollerCoaster Tycoon but the Inquisition

Setting: Late 17th-Century Lisbon

Overview: The "carnival" of the 15th-19th centuries, this classic Catholic ceremony of extravagant penance is a natural fit for the amusement sim genre. Design and arrange each public humiliation the condemned souls will face, up to and including their ultimate sentence before God and His faithful flock. Manage the crowd's delicate balance of chastened humility and crazed bloodlust by moderating the pace and elements of your demonstration. Plan the procession route, choose particular prayers for special bonus effects, and direct all the logistics a mass public execution entails, from designing embarrasing costumes to preparing Eucharist offerings.

Mechanics: Though each event is minutely planned and elaborately rehearsed, things can always go wrong in a sinfully zany way. Condemned heretics preach devilry from the stake? Portentous astronomical events occur in the middle of the Mass? A dancing plague spreads amongst the congregants? Use your wits, determination, and sheer piety to avoid embarrassing the Holy See.

Player performance is judged according to Catholic doctrine of the time - number of heretics punished, penitents impressed, and cash raised all contribute to your grace total, which can then be used to motivate further acts of faith. Visiting dignitaries may have particular preferences for the show, and special seasonal touches might be appropriate.

Between autos da fe you can investigate heresy, interrogate prisoners, and work on your cathedral. Infamous prisoners and those who confess to sensational crimes are worth bonus faith.

Summary: Fulfill your covenant with the Lord and ensure your place at His right hand by bringing Lucifer's agents to justice and using the wealth obtained therein to complete your cathedral!

historical info

2 Comments
2024/10/23
04:15 UTC

6

Mystic horror game in style of kidcore about kid with schizo-spectrum in modern American South

Game Title: "Rituals of the Forgotten" Description: "Rituals of the Forgotten" is a narrative-driven, mystical horror game set in the humid, fog-drenched swamps of a Southern U.S. town in the early 2020s. You play as a young child from a dysfunctional family, navigating the blurred lines between reality and the spiritual world to escape the suffocating grip of abuse. As you struggle with schizotypal and schizoaffective personality disorders, the world around you constantly shifts—haunted by cryptic messages, strange coincidences, and eerie manifestations that can only be unlocked through spiritual rituals.

Your goal? To ascend, transcend, and free yourself from the trauma of your home life by performing intricate rituals, unraveling subconscious messages, and interpreting signs from the Universe. Along the way, you’ll recruit a cult of neighborhood kids, using their collective power to resist your abusers and uncover hidden truths buried in the fog. But beware—the deeper you dive into the spiritual, the closer you come to losing yourself entirely.

Will you break free from the abuse that holds you down, or will the thin line between reality and delusion consume you?

Key Features: Explore a Gloomy Southern Town: Roam through foggy swamps, eerie parks, and haunting schools as you search for hidden messages and forgotten secrets. Every location holds a piece of the puzzle, from crumbling playgrounds to decaying classrooms.

Perform Spiritual Rituals: Gather occult objects, perform rituals, and harness the power of your intuition to bend reality. Rituals unlock new areas, allow you to interact with the spiritual realm, and offer moments of sanctuary from the oppressive world around you.

Manifestation: Materialize your desires through manifestation techniques, but beware—each desire comes with a cost. Sacrifice parts of yourself or other stats to bring your wishes to fruition, leading to difficult choices that impact your journey.

Spiritual Monsters: Encounter a variety of mythical creatures throughout your journey. Some will be benevolent, like protective angels guiding you toward enlightenment, while others will embody your fears, such as the menacing Voidman, threatening to engulf your sanity.

Intuition-Based Gameplay: Use your heightened intuition to sense when something is off—revealing hidden symbols, messages, and supernatural secrets that others can't see. Your intuition is your greatest tool but can also be distorted by your mental state.

Ego and Subconsciousness Stats: Manage two crucial stats—Ego and Subconsciousness. Your Ego reflects your sanity and attachment to reality, while your Subconsciousness represents your deeper fears and desires. Balancing these stats affects how you interact with the world and the consequences of your actions.

Channeling: Connect with spiritual information streams to receive new messages and insights from the Universe. This ability allows you to tap into hidden knowledge, guiding your choices and enhancing your rituals.

Vibrational Level: Track your progress on the scale of ascension, the Vibrational Level, which measures your spiritual growth. As you ascend, you unlock new abilities and insights, but be mindful—lower vibrational states may bring about dangerous encounters and hauntings.

Recruit Your Own Kid Cult: Influence your classmates to join your growing cult. Guide them through shared rituals, assign roles, and grow your collective power. But be careful—too much attention may bring dangerous consequences.

Dynamic Family Conflict: The mother and stepfather are not just figures of control—they are dangerous, abusive forces standing in your way. You must outwit them, escape their grasp, and find moments of peace with the help of your sister, your only ally.

Multiple Endings: Every choice matters. How you navigate the spiritual journey, relationships, and abuse will lead to one of several endings—whether you ascend to spiritual freedom or fall into madness.

Ambient Kidcore/Weirdcore Soundtrack: The soundscape will pull you deeper into the unsettling world, blending elements of childlike melodies with eerie, ambient atmospheres. Expect glitchy sounds, haunting whispers, and disturbing twists on familiar tones.

Characters: The Protagonist: A sensitive, intuitive child who experiences reality differently due to their schizotypal and schizoaffective disorders. With an abusive home life and a desire to escape, they seek transcendence through spiritual rituals, using their intuition as a guide. The protagonist is determined but fragile, caught between worlds and their own mental health struggles.

The Mother: Cold, controlling, and emotionally abusive, the mother represents repression and denial. She refuses to acknowledge the protagonist’s spiritual path, gaslighting them and insisting they adhere to her version of reality. As the primary antagonist, she stands between the protagonist and their goal of spiritual freedom.

The Stepfather: Physically intimidating and verbally abusive, the stepfather enforces control through violence and threats. He embodies raw, destructive power, a constant danger in the protagonist’s life. In the spiritual world, he takes on a more primal, animalistic form, symbolizing the chaos he brings into the home.

The Sister: The protagonist’s younger sister, and their closest ally in the game. She is empathetic, curious, and quietly rebellious. Together, they work to uncover the hidden truths of the spiritual realm and navigate the abuse at home. The sister believes in the protagonist’s visions and supports their escape into the spiritual world.

The Classmates: A mix of potential allies and enemies. Some classmates bully the protagonist, dismissing their spiritual experiences, while others are drawn to their powers and join the kid cult. Each child brings a unique dynamic to the group, and their loyalty can shift depending on how you treat them.

Genre: Mystical Horror, Narrative Adventure, Psychological Thriller

5 Comments
2024/10/22
12:25 UTC

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