/r/gameideas
A place for redditors to share their game ideas, theorycraft mechanics and look for inspiration on their next game. Please read the pinned Read Before Posting -Megathread if this is your first visit.
With this, we can have a place for redditors to post ideas they can't utilize themselves, while people who are idea-starved can get some inspiration!
Check out the wiki for post templates and flair break downs to help make your post more easily accessible and readable!
If you need help actually developing the game head on down to /r/gamedev
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Search for specific ideas based on the flair
Rules of /r/GameIdeas
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1. Practice good reddiquette.
2. Please do not post blatant copies of already existing games.
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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
I know making a Hunger Games video game that would actually be good is a huge gamble. But hear me out and imagine this :
An open world RPG where you choose your gender, age and district of origin (as well as custom appearance and name). The prologue starts in the origin district you chose. You get a few tutorial quests (hunting or crafting or whatever). The prologue ends with you being chosen as a tribute.
You get assigned a coach based on the district you chose.
The story arc is built as a series of chapters (imagine RDR2, which can be pretty linear even though excellent).
So then you have a whole chunk of main storyline and side quests in the Capitol. You can mingle, socialize, train and try to convince sponsors either by shows of force / talent or with charisma or whatever.
Once all quest lines and schmoozing in the Capitol are done. Boom. You start the next chapter in the actual Games. You interacted with the other tributes before in the Capitol so maybe you alliances or enemies already. I can just hear the official music. When you kill enemies, that night you hear the announcements.
The game ends when you win the Hunger Games (or maybe you cohld also sabotage them but then it wouldn't really be canon imo since Katniss needs to do that).
I would NOT want a HG video game that would basically be the trilogy. That would be lazy and unnecessary.
Anyways !
Wdyt? :)
Overview
Idea is to have multiple huge "realms". You start in "mortal realm" and you progress and cultivate in your own way, and pretty much do whatever you want, until you become strong enough and break through the upper limit of what "mortal realm" can support so you ascend to next realm etc. Not story and/or quest driven, though world itself can have its "lore", but other than that, you do whatever you want(obviously with consequences).
World
Gameplay
Mechanics
Advanced mechanics (maybe just my wishful thinking)
Comprehension is based on player. You dont just click learn on techniques and you know it all. No, there should be "minigames" where you try to "decipher" what is said in the technique(as they are written vaguely and/or metaphorically) and try to execute it(for exemple what stance to take, when to imbue weapon with energy and how to swing it etc), with feedback when it "feels better" or "almost there, but not quite" or "not even close" etc. As you get over certain "level" or comprehension, you may start using it, but it would be weaker/slower/cost more etc to execute than if you did it perfectly. Same with cultivation techniques themselves, but obviously it would be be different in a way that it demands certain environment and/or type of energy, how you "circulate" or what you do with energy etc.
After you reach certain stage or level of comprehension, you can even try to change/adjust it to better suit yourself, or even perfect it in a way that makes it better than original (as no technique is absolutely perfect) and create your own version.
You can also create techniques, that might be good or bad. Or even whole "styles" or sets of techniques meant to be used together and with certain weapon and/or energy type etc. Process is similar to comprehending and learning techniques, where you decide how technique is supposed to be executed, and then "game" analyzes it based on energy type, movements, preparations etc (plenty to flesh it out regarding this concept) and assigns execution time, multipliers and any possible effects to it and grades it depending on how it all fits and works together (for example lightning based attacks should be quick and direct or something, so if you do some wild swings it doesnt work together, so it ends up being worse). Obviously it all has requirements, be it cultivation base, energy type, stats, weapon etc for it to work perfectly as intended. If used with different "ingredients" it might be still performed, but multipliers, effects and such should drop a lot. And its important for it all to work of multipliers and based on stats etc, so you cant just learn best possible technique and be invincible at lower levels. It might be stronger than some other technique due to multipliers being higher, but its still based on your stats and all, and cost might be higher, so you end up with no energy afterwards etc.
Nothing is cookie cutter, if someone discovers something, doesnt mean that everyone can follow their way and get to same result. So if someone posts guide online, people wont be able to get same results. At best, they might get something similar, unless absolutely everything is the same, from environment till time of day lol.
There are single technique manuals, as well as full "packages" that contain both combat techniques as well as movement/footwork techniques that complement them etc, as well as unique inheritances that come with both unique combat "package" and unique cultivation technique and maybe even constitution that goes with it as well as how to acquire it, but those inheritances should be very rare and hard to find, or maybe even hidden where only someone with certain stats and perks/abilities can discover them.
Would be great if it was possible to create cultivation ways, in some extreme cases only obviously, that are not "predetermined" by the game, but dont know how feasible that is without some sort of AI deciding if it works.
Not sure what to do with failures/dying yet. What kind of penalties assign to it, be it having to start again, being injured and unable to cultivate/having to hide until healed or damaging cultivation base and dropping level(s). Not a fan of big penalties, but just respawning and going again would make people just do crazy stuff and go to crazy areas in attempts to get something special and "soar".
My wishful thinking is that it would be best if it can be MMO so we can have countless people going around everyone walking their own path, having unique experience, finding and creating unique things, but single player would also be something i would like to play. Maybe its just me, but it feels like it would be very cool and nice to play for a long time, and with it being divided into realms, adding new content/levels can always be done by just adding new realm you ascend into to progress further.
My "Christmas List" of video games that I wish would be made.
A really good, solid, single player, Predator game. Open world would be nice. Would be tough to balance being a badass alien hunter with making the game too easy, but it could be great. Could be jungle/wilderness, could be in a city, or a blend.
An open world game where you're a vampire hunter, similar to that Jamie Foxx movie that came out a few years ago. Could be first or 3rd person. Either would work. You do missions, get new gear, etc.
Star Wars game. You have to assemble a mercenary company, and you have to get better ships, equipment, etc. Not stealth based, I was not a fan of Outlaws. The stealth killed it for me. Think something set around big events like the GTA 5 heists.
A single player Star Trek game, where you work your way up through Starfleet. You do away missions, day to day tasks around your ship, as well as space missions. You can upgrade your ship, and get new ones. I already play STO and love it, but more of a single player rpg would be great.
A single player WW2 era naval battle game. Think Ace Combat, but warships. World of Warships is not for me.
Game Overview:
The game is an action-adventure, open-world thriller set in modern-day Japan, following the life of Kai, a man consumed by vengeance after the brutal murder of his wife, Aya, by a powerful crime lord, Ryoji Tanaka. As Kai descends into the criminal underworld, he becomes entangled in a world of gang rivalries, moral dilemmas, and the personal cost of his thirst for revenge. The game explores themes of vengeance, redemption, and the toll of power, with a focus on emotional depth, character-driven narrative, and impactful choices.
Key Features:
Open-World Exploration: A dynamic, immersive urban environment where players can explore districts controlled by rival gangs, experience evolving weather and time cycles, and engage with culturally rich elements such as festivals, traditional architecture, and local NPCs.
Gang Rivalries & Dynamic Territories: Players navigate a world dominated by gang factions, each with unique identities, cultures, and hierarchies. Kai can influence gang wars, sabotage rival operations, or form alliances, leading to shifting power dynamics and territory control.
Intense Combat & Crime Mechanics: A blend of brutal hand-to-hand combat, gunplay, and stealth, with a morality system that alters NPC behavior based on Kai's actions. Choices will impact Kai’s alliances, reputation, and the world around him.
Emotional Storytelling: Flashbacks, personal relationships, and emotional moments with characters like Akari (Kai’s surrogate protector for his children) and Hiroshi (Kai’s loyal best friend) add depth to the narrative. Players will experience the toll of Kai’s journey, with themes of grief, betrayal, and the cost of revenge.
Multiple Endings: The game offers multiple endings influenced by player choices, including themes of vengeance, redemption, or self-destruction, allowing players to shape Kai’s fate and the future of his family and the criminal world.
Cultural Immersion: The world is infused with Japanese mythology, folklore, and traditions, enhancing the atmosphere and adding layers of meaning to the setting. In-game events, like Obon or Tanabata festivals, will provide opportunities for character interaction, mission completion, and story progression.
Side Activities & World-Building: Engaging in underground arenas, investigative missions, and uncovering collectibles will provide additional gameplay variety and immerse players in the world of crime and gang culture.
Story Summary:
Kai’s journey begins as a humble cashier, but after the brutal death of his wife, Aya, at the hands of Tanaka, he plunges into the criminal underworld. Fueled by grief and vengeance, Kai rises through the ranks, but the journey comes at a great personal cost—strained relationships with his children, emotional turmoil, and the loss of his humanity. As Kai confronts Tanaka and the rival gangs, his decisions will determine whether he seeks vengeance, redemption, or a path of self-destruction.
The game’s world is rich with tension, filled with colorful gang leaders, intense rivalries, and morally complex characters. The story explores the corrupting nature of power and the impact of revenge on one’s soul, offering a deep, narrative-driven experience where every choice matters.
This game will offer players a visceral, high-stakes experience, blending emotional storytelling with intense action and deep exploration of complex themes, set in a meticulously crafted world that feels alive and responsive to the player’s actions.
So I was in my dream (more of a nightmare) playing a game (2-3 runs) of Doom where you spawn in a small innocuous brown (doom-like) corridor with some imps and not much ammo. The deficit ammo makes the player run through the corridor and some nooks and bends to find a door to go forward and just ignore what you can't fight. Quickly you run past the door, and then close it behind you believing that it will hold the enemies. Relieved you pick up some items and continue the map forward. While being a corridor type of map, it has small siderooms, wider areas, but the main path is always one-dimensionally forward toward the ultimate exit from the labyrinth. What you quickly realize is that the monsters follow through closed doors, which only serve to slow them down a moment (the game could automatically gauge how long to delay them based on difficulty, or your character's progress in the labyrinth).
As you progress, some rooms have no enemies and have more of a backrooms atmosphere, and you can maybe find some ammo and weapons, but usually not enough to immediately go back and dispatch all the enemies you are leaving behind aggroed with your presence. There's the key: the enemies need to be slow enough so that the game doesn't end immediately, but tough enough that you are not willing to melee them without serious ammo right from the beginning. But moreover, each room can also introduce some new challenging monsters often beyond the damage and capabilities of your current weapons. The ones that ended the game for me was white rabid teletubbies with pointy teeth and high hp (not dispatched with a single rocket), and faster but weaker... mallard ducks. All melee. Only imps had the fireball.
Near the early mid point, or should we say the end of the first level, you come to a room which has on the left side wide open skies, and the pathway infront of you is an S-curve meandering cliffside pass typical of Doom. After this is a series of 4-6 doors stacked in close succession of each other, with a small security team behind them that you must dispatch. Doing so allows you to reset the room and close the doors behind you from a button, and place the (weak) security team on your side. From there you can continue forward to another area through the next door; or you can go on the roof of this fortress and look after you to the meandering cliffside pass, while also having additional rockets & other ammo. From there, after an indetermined time depending on your speed of progress, all the demons, imps, ducks and rabid white teletubbies that have followed you through every closed door of the game so far, will come through the door on the other side of the open area, and attempt to pass the cliffside section to open the 6 doors and get to you. From there, with very little rockets you can push them en masse out to the abyss of the cliffside pass, and possibly clear your backlog of monsters fully, before continuing to the next segment. A speedrunner would of course not do this clearing, just continue directly, thus increasing the backlog to an ever larger proportions of monsters aggroed and following.
So TL;DR; basically the game starts with deficit ammo with regards to the monsters aggroed from every nook, cranny, door, trap and room, whilst you escape through a linear maze forward, wherein the futher you get, the more weapons, tech and defensible positions you accrue, but the more backlog of monsters has also accrued. So there is a balance do you continue to speed further away aggroing more, or do you make a stance every now and then when you find ammo or a defensible position? Would there be infinite rooms or just 100? I think there should be an exit in the end, but the end should be difficult to reach like the final waves of a tower defense game.
Notes:
*I don't know if this already exists as a Doom roguelike game, which I have heard about. But Doom doesn't have doors that can be closed, and doesn't have stackable floors. It should probably be another engine.
*I am aware the game sounds like real life, where you keep deferring things to the future, and not deal with them now, but they keep coming back.
This has been on my mind for awhile but i am not sure if there is such things, but what if there is a game about the native americans either like far cry primal, the natives before columbus, like how they lived, hunting, wars with other tribes ( not sure if they did that but idk ) Just like in primal and not no 2d game or like builders gate gameplay, like a game with lots to do that natives have done and like amazing scenery like rdr2, 3rd person game mode as well. I am not good and game ideas this is the very first idea i ever came up with, but like the plot for one could be like a tribal war or something tjat has really happened in history tjat is know pre columbus . Or an assassin creed type game but about when columbus was setting land and terrorizing the natives ( it may be a sensitive subject and i am deeply sorry if it is, i was just thinking of ideas), but for post columbus it could be like an assassin creed type game, a family member, chief or important person has been captured by the spaniards ??(i think thats who columbus sailed for) and the main character sets a plan, heist on getting him back, from gathering information from nearby spanish camps, traveling across the country searching for him battle after battle just to get to him, but in this game the natives could have two endings, one where historically accurate the spanish conquer the natives ( i am sorry for wording it liek this and please correct me if i am wrong) or the best ending the natives/main character finds and frees the chief, he finds him at a spanish fortress heavily guarded and you single handedly tale out who is necessary to sneak in and rescue the chief, but you end up getting caught by the spanish and columbus and many military generals are there to confront you and right as they are about to execute they get ambushed, every native tribe across america allied to take done the spanish and reclaim their land begore it’s too late and the spanish is forced to retreat causing an future on going war between the country’s, the natives realize that it may become a big problem so they all decide to come together to form more than a alliance but a government like civilization where everybody protects their country from any threats, although the spaniards havent attack since the capture of the chief the natives ( soon renamed themselves) Have strengthened their numbers and took the spaniards architecture ideas into their own ways, but their weapons still stayed the same ( it only has been 50 ish years ) they built sail boats and claimed nearby islands, but the spanish have suprise attacked the natives, killing hundreds. Starting a world war like war between the natives and spanish, although their weapon technology was different the natives were way more smarter than the natives, they were stealthier, better and planning, had better approaches than the spanish and many more causing them to win the war that lasted another 60 years ( tjat long due to traveling, but eventually as new leaders took over they realize that they are fighting a pointless war that has resulted in the loss of thousands on both sides, so the leader of the natives sat with a counsel deciding what to do after receiving a letter from the queen of spain ( from what i think the timelines take place the queen of spain was joana but then later her son charles the first became the king so either or ) requesting a meeting between the two leaders, so there was they met at a fiction island that is equal distance between the two country’s so nobody is attacked by the other, they were allowed to bring a general feom their military’s, they discussed a treaty and the treaty has became in affect and the spanish and natives have allied eachother for centuries after that . So that was my main take of a summed up plot of a fictional game about the natives and their alternative destiny But either way it would be cool to see a game based on the life of native american tribes. And if there is a game like that i would love to know about it!
story
this game has a story that goes like this: one day a sword duel obbessed duck named Quacker, decided to spend the day outside the house with his 2 baby ducklings on duck mountain... little did he know that the killerz' clan was nearby. one of the hunters felt hungy and spotted the ducklings of quacker. he asked for approval of king hunter to shoot and king hunter said "yes.", so he fired killing quacker's baby ducklings. diven by revenge , quacker proceeds to a quest to get REVENGE...
game and gameplay
this is a 2D retro pixel style game. it will entertain for hours and hours! you go around on a tactical pixel animated app tapping or clicking on hunters you see on the screen. you are then challenging the hunter by playing a sword duel. on the first hunter you fight, he will have NO weapon until he reaches 100/150 health then recognizes quacker's weapon. from then on, all hunters have weapons. each hunter you fight has 5 more health than the last. QUACKER'S sword deals about 6-8 damage per swipe. a hunter's sword/weapon deals around 5-10 damage per attack. quacker has 50 health when you are at the beginning of the game, but as you progress, he starts gaining more health and maxes out at 300 health. hunters start at 150 health and can increase health by 5s or from boss fight completions. you NEED also to win EVERY fight on every island to go to the next one.
The new characters would be:
Witch: mid health, long range, has three different attacks that alternate, the first deals more damage, the second has a longer range, the third one pierces through enemies, after killing an enemy the next attack has the first attack's damage, the second's range and pierces through enemies.
Vampy: it's a kid wearing a vampire costume, mid health, short-ranged and mid-damaging attacks that heal Vampy for half of the damage dealt, after killing an enemy his next attack heals Vampy for the same damage he deals.
Rocky: she's a monkey on a rocket, high health, mid damaging jump-like attacks with short range she can use to jump over the walls and damage enemies for half of damage at the start and full damage on landing, after killing an enemy her next jump has a longer range.
Adrian: a guy with a high-tech suit and a boomerang, mid health, mid-high ranged and mid damaging boomerang attacks that come back to Adrian after hitting a wall or an enemy, after hitting two consecutive attacks, the third one deals more damage.
Lucy: a little girl with a high-tech suit and glasses, mid-low health, low damaging high ranged laser attacks, after hitting five shots levels up to level 2, after hitting ten more levels up to level 3, hitting ten more levels to level 4. Level 2= another shot behind the first, Level 3= first of the two shots has a little autoaim, Level 4= first shot also deals more damage. After respawning loses every level.
Ginger: a gingerbread man with a big candy cane as weapon, high health, short ranged mid-high damaging attacks, uses his candy cane as a bat charging before swinging it, after killing an enemy the next attack doesn't need to charge and hits immediatly, also grabbing a little the hitted enemy.
Toby: an alien with a laser gun, mid-low health, mid-long ranged attacks that pass over the walls, dealing almost no damage, after hitting five shots improves his gun, wich now deals a mid-high damage but can't pass over walls, after respawning resets his gun.
Zeke: a man with white hair, a fireproof suit and metal gloves, high health, short ranged mid damaging punching attacks, after killing an enemy his next attack turns into a fire shock wave that expands in a wide area around him, then coming back, dealing high damage, when coming back attracts enemies. Also a rework for bomber's ability from the part 2: Old: his next Attack pierces through enemies❌ New: After killing an enemy his next attack stuns enemy for 1.5 seconds✅
Shooter Game Concept
This game aims to streamline gameplay by minimizing features that hinder skill expression / slow the gameplay while incorporating elements that enhance it.
(essay explaining about this at the end)
Movement Mechanics
Infantry and Vehicles
• No run ability.
Jumping and falling have the same movement velocity, and are faster than regular movement speed.
Infantry and mechs have waist jetpacks.
• Ascending vertically is done with the space bar, when pressed on a surface the player jumps off it a certain distance, if held after the jump, the player continues flight upwards, but at the regular movement speed.
• The speed is not too fast that e.g. a knife dash cant be dodged, or blocked with the side armor.
• Infantry: short cooldown. Mechs: moderate cooldown. Mobile bases: long cooldown.
• Players can use weapons while dashing.
Wall run: when toggled, clings to a wall or a ceiling, allowing movement between them. Can be ended by jumping, or moving to a surface with any horizontal angle.
Players don't slide down steep surfaces.
When moving sideways on the ground, the player slides with the help of the jetpack.
• Moving sideways to where the player is facing is possible with locked camera mode, or pointing a weapon so the character is faced sideways.
• When sideways, W-S strafing while moving sideways is also possible.
Camera Options
Adjust between third and first-person views (scroll wheel).
Free tracking or locked camera modes available in third-person. (For infantry, in locked camera mode, the camera aligns the character's facing direction.)
Free or locked cursor modes in third-person.
Combat Features
Hipfire only.
No reloads, only cooldowns.
No recoil or aim wobble.
Infantry, mechs, and mobile bases have reinforced side armor, reducing damage. (except the head for infantry)
• Infantry and mech hitboxes are a capsule shape (horizontal profile) just wide enough that the 4 segments have the same length: back&front and two side segments which take less damage.
• For infantry the head hitbox takes multiplied damage and is a sphere above the body hitbox.
For infantry, healing with a button press; full healing should quickly take effect after the average time it takes to get the lowest ttk weapon bodyshot kill with the average strafing accuracy. No cooldown.
When an infantry player equips an item, the character locks onto where it is facing. Quickly equipping and unequipping weapons is useful for decreasing the time the player is not facing the enemy sideways with the reinforced armor.
Weapon comboing allowed with no equip time.
Receiving damage from multiple players reduces dash and grappling hook cooldown and boosts healing speed temporarily.
Visual and audio cues (all have both): flying bullets, bullet holes, explosions, weapons, footsteps, jumping, dash, grappling hook, jetpack, hits, armor hits, headshots, kills, destroying a vehicle.
Utilities, infantry and mechs
• Has a cooldown and causes dash speed movement forward and when rotating sideways.
• Hold left click to shoot and stay attached.
• While moving towards the hook, the player can rotate themself spherically around the attached hook by holding right click and moving the mouse.
• Equippable so it cant be dual wielded with other weapons.
• Slower muzzle velocity than guns.
• Can be attached to any surface. Including infantry and vehicles.
• The player can navigate freely while flying towards / shooting the hook.
• The rope can go through walls after being attached. (not the player)
• Deals damage: one-shot kill to the head. (in mech vs mech does less damage)
Infantry Weapons
Rifle: one-shot kill to the head.
Pistol: faster rpm less dmg, effective for comboing.
RPG: equivalent damage to a mech rifle, one-shot kill to the head, can damage mechs and mobile bases. Same muzzle velocity as the grappling hook. Does some splash damage.
Knife: one-shot kill to back/front/head.
Mech Suit
Slower time-to-kill compared to infantry PvP.
Can be called to the player's location.
Includes 2 seats. (cockpits)
Slower than infantry.
Includes a mech rifle and pistol. Both do the same amount of damage against infantry as infantry weapons, but the mech pistol has moderately higher rpm and automatic fire.
Mech knife. (same damage against infantry as regular knife)
Immune to regular damage, but the cockpit glass can be shot through only with the regular rifle. (doesnt break and works both ways)
Repair works similarly to infantry healing, but has to be done in the secondary seat (no movement controls) or outside.
Mech moves in the same direction, if left to move when the player switches to the secondary seat which is instantaneous.
Mech appearance changes based on how many players it is piloted by (none / one / two)
Map Design
Terrain Layout
Features open areas for mobile bases and others, less open zones for mechs and infantry, and tactical zones for infantry.
Weather effects (fog, rain, etc) and daynight cycle for ambiance and challenge.
Mobile Bases
Types include base tank, zeppelin, and naval carrier.
Contains player spawns and accessible mechs; armed with turrets (similar to rifle and pistol modes with mechs).
Destroyable, but with a slow ttk.
Only one of each mobile base type can be on the battlefield at a time, and they can be spawned at stationary bases by the team that has captured it.
Island: Naval carrier. Center base: Zeppelin. Bunker: Base tank.
Can be respawned if destroyed, or if the base has been recaptured.
Can be repaired, but takes longer and has to be manually done outside.
Stationary Bases
Same features as mobile bases but cannot be destroyed.
Different types on the map include an Island, Bunker, Center base, Green team base, and Yellow team base.
Capturing all three bases by a team allows for the capture of the enemy base, which then results in victory.
PvP Areas
The various structures and bases on the battlefield utilize all dimensions (x, y, z) for tactical infantry/mech PvP, a wide range of covers, platforms, and entry/escape routes.
Pvp areas and buildings feature openings, multiple floors, stairs, covers, hallways, halls, rooms, platforms, ledges, sloped floors/ceilings/walls, penetrable / bulletproof glass covers, ladders, parkour'ish routes, bridges, roofed shelters, towers, hills, etc.
Ensuring that the pvp areas are not too cluttered and there are no structures that support camping.
Pvp areas also include some more forced / direct confrontation places for tactical utility and diversity.
Design of the buildings allows travel between different parts, vertically and horizontally, from inside or outside.
Spawns located away from tactical positions.
Infantry zones are less open to encourage tactical PvP and positioning while preventing mechs from entering, while still being moderately open to accommodate infantry speed and including longer-range PvP areas within them.
Essay on Creativity Over Constraint in Competitive Design
Most competitive games rely on constructing skill expression to a considerable extent through mechanical constraints or game-knowledge based constraints. While this is a straightforward and simulator like approach, it ultimately hinders skill expression and creates imbalance and frustration if the sole focus is competitiveness. This reliance on constraints often stems from a focus on realism, generic or specific gameplay, or a lack of other mechanics or features.
Competitive properties consist of three types of mechanics or features which can be internal or external, and combinations of each other: offensive, defensive, and constraining. If the focus of a game's features is solely the competitiveness, there should be a versatile range of offensive and defensive features. This requires extra creativity in developing additive features, which can help minimize the reliance on constraining features. Also by streamlining the mechanics, frustration is reduced and the skill expressive freedom increases to a direction where it gives a better space for creative tactical endeavors.
Thereby constraining features are only necessary to enhance skill expression when there is an underlying lack or imbalance of other features.
It's an Open Area type game. that takes inspiration from devil may cry.
Plot: The story Revolves around Jack James (Or JJ for short) Who's Younger sister Hannah Becomes one of several Kids who goes missing in his town. Vanished without a trace. When One night he's Visited by OddBall. His Sister Imaginary Friend who's a clown. Oddball tells Jack that his sister Hannah and the other missing kids have been kidnapped an taken Into the Dream world by Dream demons Disguised as Imaginary friends. and so jack with the help of Oddball travels to the dream world to save the children.
Gameplay: You are taken to a hub world with different doors. each with a different child behind it. and with a certain theme. The character can equip different Imginary friends for different powers and abilties they can use to fight. but they start out with Oddball's abilities. he's a clown so they fight and attack with clownlike attacks. boxing gloves for small attacks, Giant Squeaky hammer for heavy attacks. and for spell move they make it rain exploding pies. As more worlds unlock they Unlock more Imaginary friends for example one is a super hero, Another one is a Toy knight. even one is a knock off Godzilla. each has different attack styles and abilities. there will be 6 worlds so there will be six different Imaginary friends. there might be DLC but I'm not sure. (I'd Also like to mention when you choose a different Imaginary friend to use you. Your outfit will change accordingly. Clown outfit for oddball, Superhero outfit for superhero guy you get the idea.)
Mechanics: it's a hack and slash, Or a beat em up. whatever you Perfer.
Goal: Save the six kids and foil the dream demons Plot.
I used AI to help explain my game more but I already have this made up on paper and don't know how to go about finding someone to talk to about making it.
Game Title: Devil's Deal
Overview:
Devil's Deal is a negotiation game designed for 5 players. The objective is to accumulate the most points before the game's conclusion. The game is played within one of four time limits: 4 hours, 24 hours, 7 days, or 30 days.
Game Components:
Gameplay Mechanics:
Cards:
Future Development:
Feedback:
I welcome any feedback or suggestions on the game concept!
Basically, the gameplay of Skate but you are a surfer, you can do various tricks and have fun while knowing full well sea-monsters linger beneath the waves!
There'd be two different ques, Surfers and Sea-Monsters
Surfer Que: Unlock new cosmetics for your surfer & change / customize your surfboard, do tricks on the ocean!
Surfer Gameplay: Basically, Skate but on waves & water, the surfers will run on euphoria physics so if they have bad timing waves can wipe them out and they'll ragdoll if caught by sea-monsters. Surfers can spot subtle ripples on the surface of water which signifies a sea-monster is moving there. Surfers earn XP from doing various tricks and stunts.
Sea-Monster Que: Unlock different sea-monsters, customize your beast, sabotage the surfers!
Monster Gameplay: Sea-monsters linger beneath the surface with the sole purpose of being a dick to surfers, if they collide with the surfboard, it will cause surfers to wipe out, if the surfer comes into contact with the monster's mouth they'll die and respawn momentarily, monsters get XP from both kills and wipeouts.
Maps:
An idea for a horror game. Basically, it's half a stealth game, trying to avoid an invisible monster while also completing missions and repair what the monster has broke.
I've thought about potential backstory and gameplay, but since it's free to use you could just ignore the backstory.
[Backstory] You're home alone. Bored, you decide to install a new game on your computer. You find one seemingly interesting, despite not being played a lot and having no review of it. After installation, you need to connect your phone, and then, the game starts. Something is in your house now. You told it where you are, and it wants to play with you.
Will you be able to stop whatever's chasing you? Or will you have a misstep and fall in its grasp?
[Gameplay] Use your computer to know your goal, verify the beast hasn't sabotaged anything, and access the very few cameras installed.
Move around the house to turn back on the power, to seek the objectives, repair what was sabotaged and to flee the thing.
Use your phone to reveal hidden messages, light up some areas, and to see what chases you.
[Enemy] The thing can hide in the shadows, beware of wrong shadows
It can only hear you if you have your phone on. (Items in the house makes noises, and most missions require the phone)
It hates the flash, but that won't stop it long.
If it starts to hunt, it will stop being silent. (If it hunt, run and hide)
Beware of the mirrors. Never look into one. (Makes the thing chase you instantly)
[Missions] Tasks may include: -Seek papers with letters -break a mirror -uses codes on your computer -find marked objects -escape
Completely unrelated to recent events in the US :) You're a new Director of the Secret Service and your job is to keep your principal alive!
The game will be composed of different scenarios or levels, where in each level a shadowy organization tries a different way to assassinate the President - snipers, bombs, poisoning, attack on a convoy etc. but you don't know what they'll try so you have to build a team with different expertise and deploy them in the best way to Save the President!
You will start with a small team of security professionals with roles such as snipers, CQB shooters, bomb disposal experts, scanner operators, K9 officers etc.
in each scenario you'll have a planning phase where you place them around the field and tell them where to patrol, then an action stage where the scenario unfolds in real time and you can have your team respond to stimuli, check suspicious places and people and try to prevent the attack, some points deducted if you lose your operators or civilians, many points deducted if your principal is injured or killed
As you progress you'll earn renown which allows you to get more budget, manpower, capabilities to handle more complex scenarios
this is very very bare bones, as I want to hear if the game idea is fun, and not about lore and those stuff.
Overview
the idea is early on you get a clock, which by selecting an enemy or an object, changes the speed their time moves depending on how cold / hot they are, so for example freezing temperature results in a complete stop.
as you venture further and further the temperatures become more extreme and the enemies become more deep see like.
Gameplay
as you progress you will unlock new abilities and ways to manipulate time/ temperature and the enemies will require specific abilities and temperature combos to defeat, which will be also added to throwable objects that change the temperature of the enemy, so for example ice arrows.
and also will get the ability to store fluids and change their temperatures.
you will also be able to control objects, which can make for cool combos / puzzles.
The game will have fast paced movement which paired with slowing down enemies should result in a cool game loop.
plot
this probably isn't going to be final,
but this is my current idea:
for some reason a weird "freeze" has been spreading decreasing the temperatures down drastically causing instant hypothermia to those who aren't prepared, the core of the freeze is located at the bottom of a cave formed by a seismic event.
the freeze was managed to be slowed down, and the people around it have adapted, now it has people living in there, but suddenly 100 years after it slowing down, it started to spread again.
Quick pitch: A FPS inmersive sim about being a vampire hunter in procedural made village and it's outskirts, where you have to track the vampire that terrorizes the town and kill it before it kills everyone else.
Use the day to set up defenses in the town and protect the people or use it to track the vampire while he rests, beware if the night falls and you are not ready to fight or hide.
The main goal is to defeat the Vampire Master to destroy the vampire plague that scourges the town.
The vampires have the weakness from the classic folklore (garlic, holy water, crosses, etc..)
The procedural Town
The time passes...
As the time passes the game becomes harder, even more if you fail to protect the town's people from the vampire, they will return as blodd thirst vampire to hunt the remaining villagers.
The Master Vampire get stronger each day it passes.
Differents levels of difficulty are based on how the vampire infection has spread:
Hello all! I'm not a game developer at all, so I doubt this will ever become an actual game, but I came up with an idea for a game while I was in the shower, so I guess I was having a good ol' shower thought! the game would have multiple graphic styles, which i don't even know if it is possible. the game would be called: "It Takes A Village... " Each style is a section, or "act", which would have a title card between each one, with the entire game taking place over a month or two, I have no names for the player characters as I feel like the player should feel like they are the character, but i do feel like the characters should have some personality, like protectiveness for the mother, bravery and annoyance from the cop, and sadness and determination from the teen. each death shown in this hypothetical game would become more and more brutal and gory, as well as subtle hints towards things from the classic ritual sacrifice to rape and sex durring act 1's opening and a few other lines or voice acted dialogue from certain NPCs.
the game would start in a 8 or 16-bit style as a sort of horror RPG. with the player controlling a seasoned city cop from the city of Metronia, as he investigates some reports of missing people and other weird happenings in the near by mountain village of Whisperwood. you would do classic rpg stuff like solve simple puzzles and engage in light combat against some (not sure what yet) wild animals or something. you can go around talking to people and finding clues for your boss, untill you see some sort of event involving a mostly normal kid. (I haven't decided on weather the kid would simply have slightly odd movement or dialogue yet, but that would be a major clue that something ain't right there.) you then continue as normal until you see the kid turn into something inspired by Michael from faith the unholy trinity (if you guys know about that game), while still clearly trying to pass as human before a chase ensues and the cop dies in a scripted scene.
the game would then show act 2's title, and you would play as the mother of the "child" you saw in act one, but this time, in a Ps1 styled environment with over-the-shoulder camera perspectives. the section takes place in the same village a few weeks later. some villagers would reference seeing and talking to the last act's cop character. the same gameplay then starts, this time minus most of the combat in favor of a bit more stealth and light action with an old frying pan as a weapon. the monster child from earlier is seen in a few new forms, with the new graphics complementing it with things like jerky movements and long grotesque limbs. the forms still try to pass as human, but fail horribly and are way more unsettling and a bit more gruesome. another chase starts and then leads into a small fight in the backyard of the player character's old house, which ends in a death more gruesome than that of the cop.
the last title comes up after a fade to black, and then the final act starts. this act would be a modern first person horror game like outlast or other similar games. this time, you play as a transgender teen who is ostracized from her small town of shallow rise and decides to investigate. the player once again does more puzzle solving, but this time its more along the lines of fixing breaker boxes and getting supplies from specific places without being caught by the creature's two new, increasingly eldritch forms or insane villagers. the game would end in four ways, one good and three bad. the first bad ending is obtained if you only do story stuff, as most puzzles and "quests" are only optional besides some tutorial stuff and a small requirement every now and then to progress. ( I think that the quests would be more like small mini puzzles, with the player having to help a kid put together a puzzle or find a toy left somewhere in another house or on a street.) the ending would show the teen getting killed by the creature, with the kill involving something related to her new gender, like an anesthetic needle or even a piece of jewelry. the second ending is obtained by completing one act. like competing all puzzles and quests in act one but not the other two. this ending would end with a different death, this time with it relating to the creatures child disguise. maybe the creature disappears for a minute or so, only to come back as a baby left on a street and lures the teen into a false sense of security only to kill her. the third bad ending is obtained by completing two acts, which shows a death reminiscent of a PSA for alcohol or something similar, withthe creature killing her with a broken bottle of beer or via a massive amount of wine. (idk, this ending could still be dark and creepy, but maybe even a bit goofy as a PSA is usually a bit goofy.) the last/ true ending could be obtained by essentially 100%ing the game. by completing all puzzles and quests and finishing all available questlines/ mini stories, the teen either kills the creature and returns Whiserwood to its old self or somehow breaks the cycle, forcing the police to come and take away the insane vilagers and the remaining ones (with help from city folk and people from shallow rise) rebuild the village better than ever, with the teen even finding a new home in Metronia with a family wo accepts her the way she is. there could also be a post-credit scene showing another case in another far off town, teasing a sequel.
Hey everybody, we’re working on a fast-paced co-op crafting game with a dash of platforming, and I'd love to know what you think.
Overview:
2D pixel art game for 1-4 players where you're powerful crafters fulfilling orders for fantasy items. Think swords, potions, and enchanted armor. The goal is to complete as many "tickets" (orders) as possible within a short time limit to earn rewards and upgrade your shop. Designed for online and local co-op.
Gameplay:
Players receive tickets, gather resources (sometimes this includes defeating monsters), craft items, and deliver them before the timer runs out (around 3-4 minutes). Each level has unique craftable items and a different layout, visible entirely on one screen (think large Smash Bros. stage perspective). After the timer, rewards are given based on performance.
Mechanics:
Movement and Items:
Movement is about navigating efficiently, not challenging platforming. Crafted items provide mobility options:
These are tools for efficient delivery and resource gathering, creating strategic choices rather than platforming challenges.
Art Style:
Pixel art.
Co-op Focus:
Communication and teamwork are key. Coordinate actions, delegate tasks, and use abilities effectively.
What do you think? I'm personally having a hard time coming up with a name for the thing.
Inspirations: Sonic the Hedgehog (the game would be fast-paced), Pizza Tower, (Escape sequence would be an addition as well), Rouge (The look, the feel, the nitty gritty of the whole game), Super Smash Bros. (Boss battles would play similarly to SSB).
Lore: In a place that won't be referred to or talked about much in the game, Alkatrania, a family lives there. Our protagonists (Apprentice is the protagonists name) grandfather (Ravager is the grandfathers name) is the first person in history to make it to the top of The Monolith of Travisty. Apprentice has a lot of pressure on his back, living in a family with people who are too scared to even go to the monolith, he almost HAS to go, right? Except for the fact he was born WITHOUT ARMS. Fret not, because at a young age he was able to harness, "Malevolent Energy," a sorcery long forgotten, but insanely hard to master. On his 16th birthday, he sets off to The Valley of Travisty, (the name of the valley itself is Travisty) to conquer the tower and be the next claim to fame in his town.
Gameplay: The game would be more focused on the actual gameplay itself, rather than the story. The game would start basically as soon as you boot it up, you would have your standard attacks, punching, kicking, energy ropes- wait what?! The energy could also be used as weaponry, such as swords, shields, stuff like that. But you would also have a sorta momentum mechanic, depending on how many enemies you kill, having a combo meter. The higher the meter goes up, the faster you go. So the game is fast and crap, and the levels would go up to 100, having bosses every 10 levels. Speaking of which...
Bosses: If you understand basic multiplication, 10 X 10 = 100. The bosses would be set on like a small section of terrain, the boss, and you. The bottom of the screen would have a SSB-esqe HUD, having Apprentice's name, and the bosses name, along with the percent of damage you have. You each have 3 lives. If you kick the boss off the map 3 times, you win, a little victory sound, then you're thrown into the next level pretty much instantly. Oh yeah, each level would have different themes n' whatnot.
Anyways, lemme know what you guys think. The game would be called...
~| APPRENTICE OF MONOLITH |~
Hi, I'm working on a game and I'm looking to see if the community finds it interesting. It'll be a 2d platformer with about 5-7 areas. The catch is that each area is sort of independent with its own playable character with its own abilities.
Imagine Ben 10 maybe. The base character design remains the same and you learn abilities as you traverse through an area. But as soon as you complete the area, you forget your abilities and start fresh in a new area gaining new abilities.
Honestly though the abilities aren't as different across characters and in some cases, it's the exact same but with different visual effects. But the goal is to make the player feel like it's a completely different area.
Would you be interested in playing such a game? I'm worried that the player may feel frustrated after spending time to hone their skills only to find that they have to start afresh now.
I'm thinking of adding a mechanism to carry over a part of the abilities you've already learnt but the story doesn't really allow for it at the moment.
I also wanted the final area to require you to use all abilities learnt across all areas. But dropped it as players may not feel fair being forced to use abilities they haven't used in the last few areas.
Finally are there any good games that have used this sort of structure before? Would love to play and learn from them
Any thoughts?
Basically the title. You get dropped off into the woods and have to find the coolest stick. Then you fight people with your cool stick.
Not really much more to say about it than that, but there's a character limit to post threads so I'll keep going. Sticks are cool. This will be a game about cool sticks. Maybe there can be some kind of crafting element so you can forge the ultimate stick or something? I dunno. I just really want a game like this and it doesn't exist, so hopefully someone sees this and gets inspired.
Stick.
Apparantly this is still too short for a submission, I don;t really know what else to say. It's a simple idea. Players get placed into a forest and have to find the coolest stick, then they fight with those sticks. Maybe sticks can have different rarities or stats depending on the kind of stick? Stats like thickness, or whipabillity (Whippy sticks are OP, they should be top tier because they hurt). Maybe the sticks can have different stances e.g. gun stance, sword stance, wizard staff stance etc.
Is this long enough now? I just want a game about collecting sticks.
You play as an alien visitor to Earth, equipped with a special scanner (your phone's camera). The core gameplay loop is:
- Scan: Point your phone's camera at anything in the real world – a flower, a car, your pet, even a building. Take a picture.
- Card Creation: The game's AI analyzes the photo and instantly turns it into a unique playing card. Each card has stats like:
- Collection: You build a collection of these real-world-inspired cards as you scan more items. This collection represents your alien research and your arsenal for battles.
- Card Battles (Duels): You can use your collected cards to battle against friends. Each player creates a deck from their collection. The game provides simple rules for battles to make it quick and accessible, and have a good laugh with your friends.
The game has a straightforward yet engaging premise that revolves around strategic gameplay with camper cards. Each player can level up their card by progressing in the game. The primary objective in the standard mode is to compete against another player in a one-on-one format (1v1). During these matches, the goal is to use your camper cards to overpower your opponent’s cards by having cards with higher levels. Victory in this mode not only demonstrates your strategic skill but also comes with a tangible reward: you get to claim q copy of your opponent's camper card that they played as your own. This creates an ever-evolving dynamic, as the cards you collect can be used in future matches, enhancing your deck and giving you an edge in subsequent games.
Additionally, the game features an alternative mode called "Loac." While the mechanics remain similar to those in the standard mode, the objective shifts dramatically. Instead of striving for the highest level, players aim to achieve the lowest score using the same strategic principles. This twist adds a fresh layer of complexity and adaptability, requiring players to rethink their usual tactics and consider how to strategically play their cards to achieve the opposite outcome. Both modes demand careful planning, smart decision-making, and the ability to anticipate your opponent’s moves. The combination of collecting cards, the 1v1 setup, and the dual gameplay modes makes this game both exciting and endlessly replayable.
EDIT: Just realised there are op cards online on the website, those are banned.
Have decent experience with networking/graphic design/programming/community map making and thought of an idea for a cool game. Does this sound fun, would you play it?
F2P with online ranked match making
From my google docs:
Core Gameplay 2 teams, Divine and Chaos, 5v5, most points win. Points earned from reaching checkpoint & completing side objectives Divine objectives: Deny Chaos from reaching checkpoint
Chaos objectives: Reach checkpoint and complete objectives After X minutes, teams swap sides. After 2nd round, winner is determined. Tie = bonus round with chaotic elements
Divine: (High elves) Stationary in towers overlooking map, cannot enter the map (aside from assassin)
Chaos: (Scourge/Undead) Spawn from beach/boat, run towards gate surrounded by towers
Side objectives for chaos: PvE mobs in a jungle
Classes Divine Archer - Rapid fire archer - short/med range (assault rifle) Arbalest - Slow shot heavy damage - med/long range (sniper) Assassin - Melee fighter - melee - Only divine class that roams the map (glass cannon) grappling hook Mage of Fire - AoE knockback spell damage - short/med range (bazooka) Mage of Frost - Single target / CC - short/med range (support/damage) Mage of Lightning - Max range aoe - Long/Anywhere (support/damage)
Chaos Shade - high mobility/parkour/double jump (Runner) Illusionist - Illusions/deception/support (Support) Marauder - Shields/Support/tankish (Tank) Saboteur - Anti-support/CC’s enemy/vision/range (Anti-Support) Prophet - non playable character, manipulates the map from spawn (create portals?) (Full support) Soul binder - Vampire-like Healer (sac self, heal others) (Healer)
Professions Chaos Herbalist - grows vines, clears growths Lockpick - opens gates Weaponsmith - provides buffs vs mobs Armoursmith - provides buffs vs mobs
Divine Engineer - turrets Strategist - traps Foritifer - walls/ increase defence Insightist: increase vision of map
Core map design: https://imgur.com/a/GZavk6T
Thanks for reading
This idea came to me last night and I've been thinking on it all night. The combat idea came first so I'll describe it first.
First, what do I mean by "double input" ? Well, at base, your character in combat would have these possible actions besides movement: Light attack (R1), Heavy attack (R2), Block(L1), Jump(A/X), Dash(B/O) and switch(L2).
My idea is that every action you take has the primary action and a modifier that you input while the animation of the primary is in progress. For example R1-B would have the light attack as a primary and the dash modifies it in some way. Maybe your character dashes to the target instantly and strikes them, or it strikes everyone in the way. But a B-R1 input would have them dash that ends in an aoe circle or a single strike behind. Every combination of these actions would have a unique effect.
Combinations are as follows:
R1-R1, R1-R2, R1-L1, R1-L2, R1-A, R1-B,
R2-R1, R2-R2, R2-L1, R2-L2, R2-A, R2-B,
L1-R1, L1-R2, L1-L1, L1-L2, L1-A, L1-B,
L2-R1, L2-R2, L2-L1, L2-L2, L2-A, L2-B,
A-R1, A-R2, A-L1, A-L2, A-A, A-B,
B-R1, B-R2, B-L1, B-L2, B-A, B-B
Of course, you would be able to combo them, with the modifier then becoming the primary of the third input, with the caveat that you can't repeat an input more than twice. So you can't do R1-R1-R1-R1... ad infinitum. In a soulslike I'd have the combat lot harder so you'd have to think out your combos, and there'd be a stamina bar or an action point system or something similar, while in the spectacle fighter route you could just button mash and tbh if I had the skills to make something like this I'd definitely make it a soulslike.
Now, Weapons.
I'd make it similar to Bloodborne where you have a small selection of 5 to 10 unique weapons and you're able to have two equipped at once with switch (L2) being an attack as well, like in Bloodborne. Every weapon would have unique effects for every input combo. Haven't really thought about what kinds of weapons I'd have in there other then that an unlockable kusarigama must be in since I imagine it acting as a grappling hook while you're exploring.
Setting
The setting is in space, Empire vs rebellion style, player on the side if the empire. We start as a special forces soldier on route to a rebel controlled planet because an important item was discovered there recently. The empire wants it, needs it, can't let the rebels have it. We recover the item but our team is killed/scattered and our ride out is gone. We must now make our way through enemy territory, find what remains of our team, and GTFO.
Sounds pretty generic right? Well, you would not play as a human. Or an alien, or anything like that. No, the player character is an AI in a body composed of nanomachines. Nanotechnology is widespread in the galaxy but AI is definitely new. The rebels fear/hate/mistrust intelligent AI, that's why they rebelled, but they still use nanotech robots except theirs aren't intelligent like us, they're simply programmed for a task and that's it. Get it? They're literally video game enemies in-universe. The item we recovered is called the Sequencer. What it does for the empire? Idk let's go with...it can help make a weapon that turns off all the rebel robots.. But it is what allows us to make use of multiple weapons, to combo them and the like. As we explore we find "templates" of weapons out in the world or from defeated bosses, and the sequencer allows our nanomachine body to, you guessed it, sequence it.
Now, part way through the game, like 75% through we'd be presented with two divergent paths. On path 1 we stay with the empire, deliver the sequencer to our higher ups, then go with them to a location where the rebels have launched a desperate preemptive strike so we can't kill them. We eventually use the thing to end the game. Hooray.
On path 2, we go rogue. We use the thing to take control of all the rebel controlled robots across the planet, then travel to the location where we fight against the empire now, possibly against some of our former team if they lived. We use the thing to rewrite every single AI to no longer follow the empire, take over the galaxy. Hooray.
I rarely see games that mix magic and guns and are very good ARPGs. Imagine a game that combines the best aspects of games like: Borderlands 2, Skyrim, Diablo series, Half-Life 2, Path of Exile, Dishonored series, Bioshock, Doom Eternal and F.E.A.R.
Sort of darkish (without all the screen pollution that plagues Borderlands games) looter-shooter with magic, tons of different builds, character progression and very dynamic skill based combat with tons of quick swapping and movement skills and skills that can distort time like that from Dishonored or F.E.A.R. Also environmental destruction is a must together with good enemy A.I., which is a thing that all modern games lack. There is no need for a story or pointless mechanics like eating or sleeping. I know I put Skyrim there as a blueprint, but it's more for its atmosphere and very good style than anything else.
In terms of lore and universe, I would opt for something set in the not so distant future. You play as some sort of mercenary who kills stuff mainly for money. I wouldn't make a stereotypical post apocalyptic world, but something that has more life and hope in it. The world when newly discovered magic/technology challenges the superiority of a gun.
That's obviously a very general idea, but it boggles me that no company ever made this type of game.
New James Gun Superman movie poster just dropped and reminded me of an idea i had forever ago.
I've wanted a great Superman game since the Arkham games. The major problem with all superman stories and games is that hes too OP. so in a game getting beat up as superman feels dumb and getting power ups feels dumber. So my idea is you don't.
Game begins with the same exact powers and abilities that it ends with. The game play is about limiting civilian casualties and calibrating your power to the threat. I envision something like bullet time with each encounter or a button trigger that sends you into it where you can toggle up and down to use the right amount of strength before you land a punch or shoot heat vision or even open a door. You have god level strength and abilities but if you punch a bank robber full strength he atomizes and you get a game over,
This would be fun enough and i can see it getting really challenging in a group fight with a mini-boss big bruiser and his thugs. You would have to figure out a rhythm to constantly raise and lower your power output to do anything at all to the tank but not insta kill the hired goons. Then the whole thing scales
In massive city level fights you would have to constantly be aware of the destruction you were causing trying to save everyone. You would need to use super speed mid fight to get people out of the way of falling debris or put out a fire caused by badly aimed heat vision or the bad guys lasers. There would be a maximum acceptable casualty level that gives you a game over similar to Assassins Creed de-synchronizing. You could even incorporate the fortress of solitude as a way to train or re-play missions to get higher citizen survivor rates.
Finally the game should definitely have Clark Kent levels where you have 100% of Superman's powers still but you cannot use them, or rather you cannot get caught using them. These would play out like Hitman missions where there are a dozen ways to meet whatever your mild mannered reporter mission is but if you get outed as Superman or even someone with superpowers you lose.
I see it as an entire game where instead of a power fantasy and getting more and more badass you have all the power in the world and the game is about finding the best way to use it like in the JLU shows World of cardboard speech.
The story could be an adaptation of any comic where Superman is tempted to go to far. The Elite, Darkside, Braniac Lex are all bad guys that should appear but it should have a very human element too where Lois is threatened or Killed and Clark has to not let it turn him into the monster no one could stop. Of course there has to be a dream sequence or bonus level or free play mode that lets you be a destructive horrifying god of destruction because that would also be fun.
Hey everyone, I’m really curious about your thoughts on this. There are tons of games out there you can play casually, but many don’t include any kind of ranked system. As someone who adores ranked modes in games like League of Legends, Valorant, and CS:GO, I’d love to hear a community perspective on the idea of bringing competitive ladders to more casual or “non-competitive” titles.
Some games obviously aren’t very suitable for ranked play—especially heavy luck-based ones like backgammon, craps, or Ludo. But there are others that might work really well. Take Minesweeper, Sudoku, or Checkers, for example: easy to learn, hard to master, and mostly skill-based. Would a PvP-ranked mode for these types of games attract more players? Or does competitive play actually drive people away?
I’ve also been thinking about luck-based or party-style games like Prop Hunt, Monopoly, or even Rock-Paper-Scissors. With a few mechanical tweaks, you can reduce the randomness and increase the strategic depth. For instance, fair prop distribution in Prop Hunt or a bonus-point system in Rock-Paper-Scissors (“+20 points if you choose rock”) with symmetric information can add bluff/strategy layers.
Additionally, we’ve seen plenty of streamers take off by playing more “casual” titles—look at the popularity of GeoGuessr, chess, or similar puzzle/strategy games on Twitch and YouTube. These games are easy to follow, fun to watch, and the skill ceiling keeps viewers engaged. A ranked system for other casual games could create a similar hype and viewer loyalty.
What do you all think? Should more casual games experiment with ranked modes, or is that overkill for titles that are primarily designed for casual fun? I’d love to hear your thoughts, ideas, and any examples of games that have successfully implemented a ranked system.
Imagine a mortal kombat type game where you can play from a roster of 20 most famous US presidents.
Each of their attacks, weapons and animations would be based on their eras, achievements, and events. e.g:
Lincoln would be based around the civil war, abolition, and his boxing career
FDR would be centered around the great depression, new deal, and WW2.
Kennedy would be centered on the Cold War (missile crisis) and his assassination
Washington would be centered around the revolutionary war and independence
Reagan would be focused on Reaganomics, Star Wars and the Berlin wall.
(and much more! Teddy Roosevelt, Truman, Obama, Jackson, Trump are all good examples)
Maps: Gettysburg, Pearl Harbor, Pentagon, Independence Hall, etc
There would also be great DLC contents:
A Civil War DLC (Ulysses S. Grant, Robert E. Lee, Sherman, Frederick Douglas),
Founding Fathers (Jefferson, Hamilton, John Adams etc)
Forgotten presidents DLC (Garfield, Coolidge, Taft, etc.)
I think this game will have great visuals (moves and ultimate animations from all the different eras, events and history), a great appeal to different communities and also have some educational value!
How many players can be playing in the same loby? Can it be thousands? 100.000?
If that were possible, i would like to present you with an idea
Had you read kingdom? Its a manga about war. A great war.
Hundreds of people in the same team. A higher ranking officer leading them.
Survival and victory is everything in this scenario. Chaos is everywhere. Can the players orginize this battle? Or will they die and lose their characters? (Or maybe just droping a level for the next campaign, may be better idk)
The idea would be to start as a low ranking soldier, and by leveling and getting better you can
A) Get a higher rank if you think you are a good leader.
B) Get +Exp, but keep being the same rank, and keep the same troop.
A is for those who want to organize the battle, lead their team of 10, 100, 1000 people, idk if drawing arrows and flags in the map for them, or actually being with them and telling them to follow the leader.
B is for those who want to make an elite team of infantery, cavalry, archers. If you join a guild, this would be great, you have the HEAVYEST cavalry run though the middle of the enemy camp, destroying everything in their path.
I would love a battle interface like that of kingdom deliverance, I like how its skill based, and kinda easy to grasp for a new player, but complex for a good player.
Anyway, i would love to see this kind of game, but i kinda think its imposible.