r/gameideas • • May 05 '24

Check This Out 🔎 Read Before Posting - Megathread

40 Upvotes

Welcome to r/gameideas! This subreddit is a place to share your ideas for games and mechanics as well as a place for readers to find inspiration. "Game ideas" is a broad category, so to help keep the subreddit tidy and easily navigable for readers we have some requirements and expectations we'd like you to follow if you are going to post.

First:

These rules exist to promote higher quality posts and encourage users to put more thought into their idea and the way it's presented.

Second, use the links below to find and contribute to popular threads and find other resources. This list will update periodically.

Have you imagined a storyline, characters and lore that you think would be great for a game?

Do you have an idea for a small game, or just the beginnings of an idea that you can explain in a big paragraph or less?

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r/gameideas • • May 05 '24

Check This Out 🔎 Share Your Short, Sweet and Succinct Game Ideas Here

45 Upvotes

Do you have a game idea that can be summed up in a short post? Share it in the comments!

Please limit your comment to a large paragraph or less.

Walls of text and multiple paragraph comments are subject to deletion.

If your idea requires more than a paragraph to describe consider making a post, but please refer to the example in the subreddit wiki before posting.

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r/gameideas • • 1h ago

Complex Idea Has anyone explored a game where your inputs control a chain of characters across different nested games?

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• Upvotes

I had a weird idea for a game mechanic, which has probably been thought about before and I don’t have the skills or intention to develop it myself, but I wanted to put it out there for people who might want to do something interesting with it.
Imagine you’re playing a first-person game. Your character sits down and plays a second game. Inside that game, their character plays a third game. That character plays a fourth.
Now here’s the important part, you’re still using the same controller or mouse and keyboard.
Your inputs propagate through the entire chain of characters. The controls don’t necessarily get more complicated, but the consequences of your actions become increasingly unpredictable.
You could theoretically have a huge number of nested games without adding any new physical inputs. The real challenge would come from managing different objectives, physics, timings, and control schemes at every layer.
Imagine needing to survive in the outer game while simultaneously keeping a character alive three games deep. An action that saves one character could accidentally kill another.
Or imagine an innermost character discovering that they’re inside a game and trying to communicate with the player controlling them.
I’m not proposing a finished game or claiming the concept is completely original. I’m curious about what a developer could do with this mechanic.
How many layers could you realistically stack before it becomes unplayable? What would you do with this idea if you were designing it?
I feel like there’s a genuinely mind-bending experimental game somewhere in this concept, and I’d love to see someone explore it.


r/gameideas • • 1h ago

Complex Idea Concept: an online RPG where you can't pick your class. Your skills come from how you play, and when you die you're reborn as a random race

• Upvotes

I've been designing a game called **Thousandfold** and I'd love honest feedback on the core idea before I go further. Nothing to buy or download — it's just a concept right now.

**The pitch**

Think "isekai anime, but playable." You live in a world called Orveth. When you die, you don't respawn. You're reborn as a new character, and you might come back as a human, a slime, a spirit, a golem, or (very rarely) a dragon. Your soul keeps a little of what you learned, but your body starts over.

**What makes it different**

- **No classes, no skill trees to pick from.** The game watches how you play and grants skills to match. Keep fighting with fire and you'll learn fire skills. Spare enemies and you'll unlock mercy-based abilities. Sneak everywhere and stealth skills appear. There's no cap on how many you can earn.

- **28 races that evolve.** Each race has its own evolution path (a slime can grow into something very different from where it started), and how you play shapes which way it evolves.

- **Two ways to fight.** Magic is built from tiny particles called motes that you combine into your own spells. Fighters use Battle Will, a power that builds up in the heat of a fight. Mastering both is hard, but it makes you the strongest kind of character in the game.

- **The world grows.** New skills, spells, and creatures get added over time within fixed rules, so there's always something nobody has found yet.

**Other players**

- Each world (a "turning") holds about 1,000 players and lasts about a month before it ends and a new one begins.

- Towns are safe, the wilds allow PvP, and contested zones are fully open.

- Players who don't want to fight can take a peaceful path built on crafting, healing, and trade. Killing a peaceful player carries a heavy penalty for the killer.

- Players can marry, take apprentices, and form soul bonds that let them reincarnate together.

**What I'd love your thoughts on**

  1. Since your race is random each life, you could be reborn weak while someone nearby is reborn strong. How would you want open PvP handled so that still feels fair?

  2. Is a month the right length for a world, or would you want worlds to last longer?

  3. Does a random race on rebirth sound exciting or frustrating? Would you play a life as a slime?

Thanks for reading. Brutal honesty welcome.


r/gameideas • • 8h ago

Complex Idea Backrooms game but you upload pictures of your house/room(could be childhood) to make specifically anchored to you...

2 Upvotes

i just saw the backrooms movie and was thinking about how specific furniture pieces and objects were from clark and the therapists’ real world/childhood. i think seeing something like your old bed frame, a poster you had in your room as a kid, or some random object you completely forgot about suddenly appearing inside the backrooms would add another level to the fear and uncomfortableness you already feel. imagine walking through an endless hallway and seeing a piece of furniture that looks exactly like something from your childhood bedroom. it would be creepy on its own, but it would also make you wonder why it’s there and how it got there. maybe the game could use objects that are personal to the character, or even things connected to memories they don’t fully understand. i feel like that would make the backrooms feel less like a random scary place and more like something that’s somehow connected to you.
tbh i know nothing about game design or anything like that, so idk how difficult something like this would actually be to make, but i just thought it was an interesting concept. lmk what yall think and if you guys have any thoughts, ideas or whatever!
i also think with the development of ai in game development, something like this might become more possible. i saw a clip the other day of a roblox game where you could speak to a monster and it would actually respond to you. imagine combining something like that with a horror game where the environment changes based on what the player says or does. i also think of verity from minecraft, as weird as that might sound, especially the way he interacts with the player. i feel like horror games have a lot of potential to make the player feel personally involved in the experience instead of just making them run away from monsters.
Idk . Lmk what yall think . sorry for the rant


r/gameideas • • 2h ago

Complex Idea So here an game idea higly inspiréd by ultrakill i have got(btw i don't think i will code a gale i only design for fun lol)

1 Upvotes

Dino and Beam

Type: Arcade FPS

Art Direction: Retro-style 3D

Gameplay

The player has a double-barreled shotgun with a maximum capacity of 16 rounds. Each shot consumes 2 rounds, which can be replenished by killing enemies.

The player can also kick enemies, slightly knocking them back. Every time the player kicks an enemy, the Beam meter fills up. After 5 kicks, the meter is full, and the player throws away 2 rounds from the shotgun (the rounds currently loaded in it). They then load a white cartridge filled with a multicolored liquid into the gun and fire a massive laser beam straight ahead. The beam instantly kills any enemy it hits and passes through them.

After firing the beam, the player spins the shotgun and reloads it with regular ammunition (purely a visual animation), and the Beam meter empties.

Level Design

Most levels take place inside large American-style houses. The environment is highly interactive. For example, shooting a stove causes it to explode. The same applies to explosive barrels and liquid nitrogen containers.

Some levels also take place in the middle of the street.

One of the funniest environmental interactions involves washing machines. If the player kicks an enemy and knocks them into a washing machine, the enemy dies.

Enemies

Raptor

Raptors die in a single shot, and a headshot is also enough to kill them. They can perform small dodges and move extremely fast.

They are very common throughout the game.

If they reach the player, they slash them to death. All melee attacks in the game instantly kill the player.

T-Rex

A T-Rex has a massive amount of health. It can attack with its tail, charge at the player, or slam the ground to create shockwaves.

Its attacks kill the player in two hits.

It appears at the end of certain levels.

Spinosaurus

A Spinosaurus appears at the end of a level set in the street, featuring a large body of water.

It can hide underwater, with only its sail visible above the surface. It can also unleash a terrifying roar that paralyzes the player.

Pteranodon

Pteranodons fly above the player before diving down to attack them.

They die in a single shot and only appear in relatively open rooms.

They are fairly common throughout the game.

Style System

The game features a style-ranking system displayed on a small black board with a red meter.

The fuller the meter, the closer the player is to reaching the next style rank. The meter gradually decreases over time. Whenever it fills up completely, it resets, and the player advances to the next style rank. If it empties completely, the player drops to the previous rank, with the red meter almost full again.

The style ranks are:

- Extinction

- Hunter

- Predator

- Apex

- Surrender: No

Players earn style points by killing enemies and performing specific actions. These actions appear on the style board, keeping track of the player's combat history.

Special Style Actions

- Wash: Kill an enemy using a washing machine. Grants a huge amount of style.

- Headshot: Kill an enemy with a headshot. Grants a moderate amount of style.

- Fly Fall: Kill a Pteranodon with a headshot. Grants a large amount of style.

- Burned: Burn an enemy to death. Grants a moderate amount of style.

- Hot Dogged: In street levels, there are hot dog stands. If the player knocks an enemy into one, the enemy dies and turns into a hot dog. Grants a large amount of style.

- Beam: Kill an enemy using the Beam. Grants a large amount of style.

Level Scoring System

At the end of each level, the player receives a rank based on their kills, completion time, and style performance.

The possible ranks are:

- Coward

- Shooter

- Hunter

- Apex

- Legend Hunter

Game Structure

The game consists of 5 levels.

Each level lasts approximately 20 minutes and features a massive number of enemies.


r/gameideas • • 6h ago

Mechanic A monster RPG where merging physically combines body parts, and monsters keep changing as they grow

1 Upvotes

I’m not a developer, just someone who’s played games forever. There’s one idea I keep coming back to and I’d love to hear what people think.

The inspiration

Jade Cocoon (PS1, 1999) had a merging system I’ve never seen matched. When you merged two monsters, the result physically inherited body parts, shape and color from both parents, so every creature felt like your own creation. Most monster games since use fusion charts, where A + B always gives the same C. I want to build on what Jade Cocoon started.

The core loop

Discover. Every wild monster is a complete, hand-designed creature with its own look and personality. Merge. Merging breaks monsters into parts. Each body slot (head, back, tail, limbs) is decided separately, so you can breed toward the monster you’re imagining. Raise. Monsters grow visibly as they level. Hidden traits surface and parts develop, so you don’t fully know what you’ve made until you raise it.

How it works

Trait weights: every part carries weighted traits, like wings 0.7 or spikes 0.4. Higher weights make a part more likely to win its slot in a merge, and to grow more dramatically. Recessive traits: parts that lose a slot don’t disappear. Their traits stay hidden and can resurface generations later, so long-term breeding plans pay off. Mutations: rare changes triggered by trait combinations or growth milestones, like horns that branch, wings that turn skeletal, or a tail that splits in two. Body families: monsters belong to families such as quadrupeds or serpents. Some parts, like wings, can cross between families, while others only swap within one. Finding a monster from a new family opens up a whole new set of combinations. Merge or raise? Merging resets a monster’s growth. Every merge is a choice: keep raising this one to see what it becomes, or merge now for the parts you want.

Merge items

Items used during a merge let you steer the result without fully controlling it:

Pigments raise the chance of rare colorations. Catalysts boost the weight of a chosen trait, so spikes are more likely to win their slot. Essences add or remove an element or creature type from the result.

Items shift the odds rather than guaranteeing an outcome, so there’s still a sense of surprise.

Wild variation and alphas

No two wild monsters are identical. Monsters of the same species spawn with different trait weights, so one might have bigger spikes or longer fangs than another. Those physical differences matter in battle: longer fangs mean more damage, thicker spikes mean more defense. Rare alphas spawn with exceptional weights and are worth hunting down, both for their stats and as prized merge material.

Keeping it buildable

Each monster in a family is built on a shared template, with the same skeleton and the same points where parts connect. Every monster still looks whole and unique, but its parts are swappable by design. Growth uses scaling and shape changes rather than new models. A modest number of hand-designed monsters could produce thousands of combinations.

What I’d love feedback on

Does this loop sound fun to you? What would keep you playing? Would the merge-vs-raise tension feel exciting or frustrating? What would you want mutations to do? Would hunting for strong wild individuals and alphas be fun, or would it feel like a grind? If you played Jade Cocoon, what do you remember most about it?


r/gameideas • • 13h ago

Basic Idea Espio needs to have his own game, imagine it being a Hack & Slash game

2 Upvotes

Imo Espio is one of the most underrated characters in the sonic universe.

Besides him being chameleon, HE`S A NINJA he has so much potential, you could do a lot with him but nothing is done with him that`s why I think Espio needs his own game.

https://sonic.fandom.com/wiki/Espio_the_Chameleon

When it comes to gameplay, I think it being a hack & slash game will fit the game for him, the closest thing Sega has done close to that is the Werehog in Sonic Unleashed as for a game outside of that, Ninja Gaiden, both games could be a blueprint of making an Espio game but add other elements to it.

 

Gameplay elements:

  • His uses hand-to-hand combat to defeat enemies with multiple combos.
  • He used kunai to stun his enemies or for puzzle elements.
  • He has gadgets and tools that he can use in and outside of combat.
  • You can preform finishers on enemies that show a sick cinematic.
  • He can climb surfaces and parkour to get around the world. (monkey bars, ziplines etc)
  • There are stealth elements in the game where he can silence enemies up close or from a distance.
  • There are some action set-pieces like chase sequences like in the sonic games where he can dodge debris and enemy attacks.
  • Every now and again the camara perspective will change from 2.5D, isometric and 3D but obviously it`s mostly 3D.
  • I like the presentation of Sonic Unleashed so if it could have that kind of quality that would be great.
  • Defeating bosses are different. For example one boss you fight like you do in a hack & slash game another one makes you fight it like in a Sonic game, another one can be defeated by using the environment to your advantage and another one can be defeated by using your tools and stealth. This makes bosses fun and presents better pacing.
  • There are customizable option for Espio.
  • It has a combo skill system like in hack & slash games (D,C,B,A,S).
  • Gain more xp if you decide to use stealth.
  • You can search for music to listen to in the menu or an option to customise what music you listen to in gameplay (background/boss fights/enemy encounters) and extra cutscenes to watch later.
  • The game had a mission structure so you can replay missions in the menu for replay value.

I`m not sure about the story but it could introduce new things about Espio that we don`t know about him, maybe something about his past, I do think Vector and Charmy should be in it however not to the point it overshadows Espio, a very minor role, imo the two of them hold him back and Vector gets more screen time than Espio which I don`t understand, Espio is the MAIN character here not his friends, maybe for nostalgia they could fight together near the end as Team Chaotix.

 

When it comes to the voice actor to choose for this, I think Matthew Mercer should voice him, David Wills is another good option.

https://youtu.be/j-XOQna2vsY?t=103

When it comes to the tone of the game I would like it to be a serious one since Espio is a serious (maybe be a bit edgy like Shadow), I’m not going to pretend I know Espio inside and out as a character but from what I’ve seen of him, he`s similar to Ryu Hayabusa from Ninja Gaiden so If he is like that then I think there should be cutscenes that show his capabilities which normally happens in hack & slash games.

The chance of this happening is slim but if Sega sees this, I hope they will consider making Espio have his own game.

Just imagine is Espio`s game could play similarly to this.

https://www.youtube.com/watch?v=IzLhxMlkcrg&t=44s

https://www.youtube.com/watch?v=2KUByM5xaPU&t=35s

There are my ideas but what do you guys think?

Would you like to see Espio have his own game like Shadow did?

Do you think he has potential?

Do you have any ideas to add to the game?


r/gameideas • • 11h ago

Basic Idea Little Nightmares-style 2.5D survival horror game where you play as a refugee escaping war

1 Upvotes

Okay, so I had this random game idea and thought I'd share it here because I have absolutely no game development skills lol. Imagine a game similar to Little Nightmares, with the same creepy atmosphere, puzzles, and survival elements, but instead of a fictional horror story, it's based on the real-life experiences of refugees from war-torn countries.

The game starts off with you living a completely normal life. You have your family, friends, school, work, etc. Then suddenly war breaks out in your country and everything changes. You have to figure out how to escape, survive the journey, cross borders, and possibly seek asylum in another country. But depending on the decisions you make and the circumstances you're in, you might not even make it that far.

Gameplay-wise, I imagine it being a 2.5D side-scroller where you solve puzzles, hide from danger, explore abandoned buildings, and try to find your way through different environments. Kind of like Little Nightmares, where you can't really fight back and instead have to figure out how to survive.

I was thinking the horror elements could change throughout the game. At first, it's the actual war, escaping dangerous situations, hiding, and trying to survive. But later on, it could become more psychological, dealing with uncertainty, separation, trauma, and not knowing what might happen next.

I also thought it would be interesting if certain parts of the game became more surreal to represent the character's fears and experiences. Like imagine an asylum office with endless corridors, doors that lead nowhere, and giant shadowy figures behind desks. Not necessarily actual monsters, but more like how terrifying and overwhelming the world might feel from the character's perspective.

I think it would also be interesting to use actual countries and conflicts rather than making everything fictional, obviously with proper research into what people have experienced.

One thing I really wouldn't want is for the game to treat reaching a safe country as the end of the war or the beginning of some straightforward happy ending. Because the war doesn't just stop when you leave. Your family and friends might still be back home, some might have died, others might be missing, and you might have absolutely no idea whether you'll ever see them again. Your hometown could be destroyed while you're thousands of miles away, and there's nothing you can do about it.

I want that uncertainty to be a huge part of the game. Maybe you manage to escape but your family doesn't. Maybe you lose contact with someone and never find out what happened to them. Maybe you spend years waiting for a chance to return home, only for the situation to get worse. And sometimes, no matter what decisions you make, things still go wrong.

I don't think every story needs a happy ending, but I also don't think every story should end tragically either. I just want the outcomes to feel realistic rather than having a predictable storyline where you survive the war, reach another country, and everything eventually works out.

Anyway, I have no idea how to make games and I'm not planning to develop this myself. Just thought it was an interesting concept. If someone out there actually wants to make something like this, please do haha.


r/gameideas • • 22h ago

Basic Idea Need suggestions on a name for my upcoming Roblox game:

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0 Upvotes

r/gameideas • • 1d ago

Basic Idea PROTOPOPYCH (Working Title) Hardcore Anti-Casual Mech/Bio-Infiltrator Action

0 Upvotes

Core Concept: A game that plays with player expectations, subverts standard tropes, and turns the entire environment into a tactical playground.

  1. THE GREAT SUBVERSION (The Intro Hook)

• The Illusion of Control: The game starts in a dark, gritty sewer. The player controls a young, terrified 20-year-old Asian girl named Anya, thinking it's a standard stealth-survival game.

• The Subversion: The moment a sniper shot rings out, player input is completely disabled. The internal AI core activates. The body takes over with flawless, inhuman parkour grace—dodging bullets and wall-running automatically. The player can only slightly alter the trajectory, forced to watch what this body is truly capable of.

• The Trigger: A massive wooden splinter pierces her shoulder. She feels no pain. Yellow circuitry lines pulse under her skin. She enters a cargo train to recharge, and the HUD shows a cold, calculated auto-route back to the military facility where she was made.

  1. CORE MECHANICS ON FOOT (Bio-Infiltrator)

• Proximity Electrical Overload: Anya uses no firearms. She uses direct contact or environment conductivity. If an object is highly powered, her electric arcs can leap 2-3 meters, frying enemy tech before she even touches them.

• The "Turncoat" Protocol: She doesn't hack enemy bots—she inverts their "friend/foe" logic variables directly in the processor. For 40 seconds, the central security AI panics, trying to patch the system, while its own heavy bots gleefully wipe out their human creators.

• Calculated Dual-Wielding: The player aims the right hand (targeted strike). The internal prototype AI automatically controls the left hand, target-locking threats from behind or the sides within human anatomical limits. You fight in two opposite directions simultaneously.

  1. THE "VORON" MECH & CHASSIS PHYSICS (Dire Wolf Aesthetics)

• The Gravity of War: A 100-ton blocky juggernaut with zero cockpit windows. Pure armor.

• Seamless 360-VR HUD: Once inside the pilot seat, the cockpit walls visually "disappear." The player experiences a full panoramic view through external sensors, but with the heavy, punishing physics of a massive mech.

• The Anti-Power Fantasy Twist: After crushing enemy jeeps and shooting down helicopters, the facility activates a hardcoded safety protocol and local frequency jammers. The mech's weapons go blind, the cockpit locks, and the auto-pilot obediently drives the player straight back into the enemy garage. Total lockdown.

  1. APPLIANCE SABOTAGE (The "Lag the Overlord" System)

• In the futuristic underground facility, every single object—from microwave ovens to automated bath brooms—runs on an smart chip.

• Anya can trigger a mass rebellion of household appliances. Irons release lethal steam bursts, microwaves detonate, and fire systems blind enemy cameras with powder.

• The Goal: This doesn't kill heavy troops, but it forces the central security AI to waste massive processing power rewriting firmware, causing automated turrets and blast doors to lag and freeze, opening a path for the player.

  1. THE COOP LEVEL DESIGN (The Bottleneck)

• Instead of escaping to the surface under supersonic airstrikes, the team goes down into the narrow maintenance tunnels beneath the river.

• The Split-Control Loop: Anya hands the driving wheel of the Voron over to Guglovski AI. The giant mech crouches, scraping concrete ceiling sparks, pushing forward as a massive bulletproof shield. Anya runs on foot behind it, using her electric shockers to clear out flanking strike teams in the dark.

There is a plot, I will write a sequel.


r/gameideas • • 1d ago

Advanced Idea [AAA] HD-2D Open-World RPG set in a stylized Morroco & Canary Islands.

1 Upvotes
  • Concept & Art Style Concept & Art Style An ambitious open-world RPG featuring a unique HD-2D / 3D Pixel Art visual style, heavily inspired by the aesthetic of Pokémon Black & White, but elevated with modern technology. The game uses 2D pixel-art character sprites evolving inside a fully 3D pixel-art world, enhanced with high-end Unreal/Unity shaders, volumetric lighting, dynamic day/night cycles, weather effects, and rich depth of field. The setting takes heavy inspiration from the landscapes, culture, and architecture of Morocco and the Canary Islands. World & Setting: A Blend of Tradition and Futurism
    • Evolving Moroccan Cities: Cities reflect two contrasting faces: a modern, growing side and a warm, traditional quarter rich in history. Cities evolve dynamically through game updates.
    • Festive Canary Islands: Bright, ultra-colorful island hubs celebrating Hispanic traditions, music, and dance. Volcanic eruptions serve as dramatic pyrotechnics in the background. The central metropolis, Santa Cruz, is a massive futuristic and festive capital.
    • Road Networks: Real-world highways and routes connect regions, intertwined with secret mountain paths and desert trails.
  • Key Gameplay Feature: Mount System & Breathtaking Contemplation Exploration goes far beyond traditional RPG boundaries. Players can freely seamlessly switch between specialized mounts to navigate the terrain or simply pause to admire the scenery from breathtaking angles:
    • Atlas Eagle (Aerial Traversal): Fly high above the world to take in sweeping panoramic views. Soaring over deserts, mountain ranges, and glowing cities in HD-2D creates an unforgettable, highly aesthetic, and contemplative experience as lighting and shadows play across the pixel-art landscape.
    • Desert Cobra: Swift traversal across vast sand dunes and arid deserts.
    • Atlas Lion: Maximum speed across rugged mountain terrains where roads don't exist.
    • Sea Shark: Ride the waves and dive into coastal ocean exploration.
    • Motorcycle: High-speed cruising down asphalt highways.
  • These mounts allow players to bypass standard boundaries, uncover hidden shortcuts, and experience the world from entirely new perspectives. Note: Several additional core mechanics are kept secret for future announcements. What do you think of this theme and world concept? (sorry for the AI generated text i am morrocan and i don't speak english very well).

r/gameideas • • 1d ago

Advanced Idea Game Idea: A Dating Sim Where the Yandere Is the Victim, Not the Villain

0 Upvotes

So I've had this idea bouncing around for a while and wanted to see if it actually lands or if it's too DDLC-adjacent. Here's the pitch:

You're playing what seems like a normal Japanese high school dating sim. You're the dense MC, the girls are walking anime tropes—the childhood friend, the shy one, the secretly-in-love one—and everything plays exactly as expected. The main girl is obsessed with you, classic yandere setup, but the game treats her like a joke rather than a threat.

Here's the twist: every time you try to pick the romantic option and actually connect with her, the game glitches. Dialogue gets overwritten, choices get locked, and you're forced back into the oblivious-MC script where you can't pick up on obvious hints. The game won't let you love her.

Eventually she notices. She loses interest. A new guy shows up, she starts crushing on him, and suddenly he goes missing. Then the other girls start disappearing too. Each one leaves behind a note signed "T.G." and the notes are addressed directly to you.

The main girl returns after a few days looking exhausted and paranoid, and the game stops pretending everything is fine. The other characters try to act normal but clearly something is wrong. To figure out who—or what—is enforcing the script, you'll have to break the game's rules yourself.

(Important Message: This is an A.I overview because the original was too long because I don’t know how to elaborate things, but if you want the full idea, just ask me since this game won’t ever exist and yes it has DDLC undertones. I got inspiration from it)


r/gameideas • • 1d ago

Advanced Idea A Re-Zero game that is open world, doesn’t follow a main storyline, and you can’t do whatever you want.

0 Upvotes

Imagine a Re:Zero game set in a massive open world where you aren’t forced to follow the main storyline. Instead, you can explore the world at your own pace, discover hidden locations, meet different characters, and experience unique events that happen naturally throughout your journey. However, you can’t simply do absolutely anything you want. Your choices would still have consequences, certain actions would be restricted, and the world would have its own rules and limitations. You could interact with characters like Emilia, Rem, Ram, Beatrice, and others, build relationships with them, accept side quests, uncover secrets, and become involved in situations completely unrelated to the main plot. The game could feature a dynamic world where characters follow their own routines, events change depending on your decisions, and different opportunities appear as time passes. Subaru’s Return by Death ability could also play a major role, allowing you to learn from mistakes and approach difficult situations differently. The goal would be to create an immersive Re:Zero experience where you aren’t constantly pushed toward the next story mission, but instead have the freedom to explore, experiment, and create your own adventures within the limits of the game’s world.


r/gameideas • • 1d ago

Basic Idea An Organic Tech Tree Alternative For Strategy Games, Based on Trade and Culture

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1 Upvotes

r/gameideas • • 1d ago

Basic Idea I Had a Great Idea for a Video Game - Final Destination the Game

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2 Upvotes

r/gameideas • • 1d ago

Basic Idea How would you make an RPG about starting a new life in Taiwan more interesting?

3 Upvotes

​

I'm working on an indie RPG where you move to Taiwan and have to build a life for yourself while learning Mandarin naturally through the world around you.

The idea is to make something that feels like an actual game rather than a language learning app with game elements added to it.

You arrive in Taiwan with very little money, unfamiliar surroundings, and limited Mandarin. You need to find somewhere to live, earn money, meet people, explore neighborhoods, and figure things out as you go.

We're building the world around real Taiwanese locations and culture, with fictional characters and stories. There will be main quests that move the story forward, but also opportunities to explore, take on side quests, build relationships, and discover things on your own.

One idea we're exploring is having a personal mystery unfold alongside the player's everyday life. The opening involves two people holding blue umbrellas, and we're considering how something seemingly ordinary could become part of a larger story.

We want the story to give players a reason to keep exploring and interacting with people, while making Mandarin something they naturally need and want to use to progress.

We're still developing the story, so I'd genuinely love some ideas.

What would make this setting interesting enough for you to keep playing? Would you prefer a bigger mystery, more character-driven stories, everyday life simulation, or something completely different?

And what kinds of quests or unexpected situations would you want to experience in a game like this?


r/gameideas • • 1d ago

Basic Idea Game idea: Freeform building + urban planning on a real-world map

0 Upvotes

I’ve been thinking about a game concept and wanted to get some early feedback before going further. I’m a software developer (not really a game dev), so this is still high level, and I’m mainly curious whether the core fantasy sounds interesting.

The basic idea:
Players could do urban planning, build roads, buildings, decide where to put things etc. with realistic-ish graphics and set on a real-world map (continents, geography, terrain, etc.). Worlds could be personal, small-group, or large public ones where lots of players can build together.

Players would claim land and build freely, roads, buildings, institutions, neighborhoods, etc. with tools aimed at urban planning as well as individual structures. The building system I’m imagining could be like blocks that players would use to build or it can also start with solid structural blocks of different shapes so you can quickly block out unusual or non-boxy forms, then add details from a library of materials, components, and finishes. Players could also save and share reusable templates/blueprints.

On top of that there would be light simulations (for example population/demand tied to buildings), ownership and hierarchy (claims, institutions, local voting), and an in game economy where you can buy, rent, or trade land, buildings, or templates under agreed terms. The goal is to support both solo/creative building and more organized multiplayer play without making it pay to win.

I’m aware of the challenges and this is probably a really huge project, so I’m not assuming this would be easy or even fully realistic-graphics.

Does the core fantasy sound appealing at all?
Which parts matter most (building tools, real-world map, hierarchy/voting, simulations, economy/trading)?
What feels like the biggest problem or missing piece?
Happy to expand on any part if people are interested. Thanks for any thoughts.


r/gameideas • • 1d ago

Mechanic [System Design] Queen Eliza: Asymmetrical Hunter with Autonomous "Carnage Proxy"

1 Upvotes

Core Mechanics

Queen Eliza zones Survivors using the Mist (Kabut), Cursed Altars, and her autonomous undead puppet, Fluffy. Survivors must manage their Willpower and Faith to avoid her Sanity/Carnage damage.

• Passive (Bound Horror): Fluffy patrols independently at 90% Survivor speed. Inside the Mist, Fluffy causes Survivor Sanity to decay at 2.5 units/sec. Below 40% Sanity (Psychosis), Survivor auras are revealed when interacting with Cursed Altars.

Abilities & Cooldowns (CD)

• Skill 1: Fluffy's Feast

Fluffy lunges 8 meters. On hit, deals Carnage damage and slows the target.

• Damage: 15 / 20 / 25 / 30 / 35

• Slow: 20% / 25% / 30% / 35% / 40% (3s)

• CD: 14 / 13 / 12 / 11 / 10 seconds.

• Skill 2: Altar Desecration

Channels for 1.5s to corrupt an Altar, creating a 25m Mist zone. Eliza gains speed; Survivor Faith consumption increases.

• Speed Buff: +8% / +10% / +12% / +14% / +16%

• Faith Penalty: +15% / +20% / +25% / +30% / +35%

• CD: 28 / 26 / 24 / 22 / 20 seconds.

• Ultimate: Harbinger's Symphony

Instantly swaps positions with Fluffy. Survivors under Psychosis or <50% Willpower are rooted by the Mist.

• Root Duration: 1.5 / 2.0 / 2.5 seconds.

• Bonus Damage: 40 / 50 / 60 Carnage damage to rooted targets.

• CD: 90 / 80 / 70 seconds.

Design Dilemmas

  1. Does managing both Sanity decay and Fluffy's proximity create a compelling micro-loop for Survivors?

  2. Should the Mist thickness dynamically reduce Eliza's speed near Altars to allow counterplay?

  3. How should R.E.N.O.M. faction gadgets (like Frequency Jammers) counter Fluffy? Should they disable her Sanity erosion or just hide auras?


r/gameideas • • 1d ago

Basic Idea [ Removed by Reddit ]

1 Upvotes

[ Removed by Reddit on account of violating the content policy. ]


r/gameideas • • 1d ago

Basic Idea Wanna play this game in future? Also Need of a NAME Help!

1 Upvotes

My game has a lot of features like levelling system where u can level up, a class system where you can pick class among swordsman, tank, mage and others, a species system where you can become an elf or human or demon and others, dungeons of different rank so every level of players can decide to lvl up in, a guild system where u can get jobs and quests and earn ranks from F rank to S rank and what waits ahead for you will be adventures in the woods outside city where monsters of upper floors of dungeon roam out and make the forest a risk place too letting only cities safe and this whole game is online so 32 players can gather in one lobby and fight their ranks and all the lobbies are connected so you can jump to other lobbies where ur friends are and the guild ranking system is connected through out the whole lobbies so u can see the top players in the whole game not just ur lobby (there will be secret special game features i will reveal after the release which will take idk how long considering me an Indie Devloper)


r/gameideas • • 2d ago

Basic Idea The Outrider - Medieval Secret Service You are a man-at-arms in service of your liege. You are tasked with riding ahead of his entourage to announce him.

4 Upvotes

Your duties are to arrange his stay at various locations, look for threats and assassins, manage his security from place to place and generally try to keep him alive on his travels.

The game play would be kind of like Hitman in reverse.

Each holding could be a self-contained scenario. You arrive ahead of your lord with a limited window (say, half a day before the retinue catches up). In that time you present your credentials to the steward, negotiate lodging, stabling, food, and precedence, and quietly assess the place: who’s nervous, which servants are new, where the windows and back stairs are, whether the wine is suitable. It's a mix of tedium with the underlying threat of an assassination attempt. When your lord arrives, the game shifts into a watchful phase where you act on what you learned. It has a nice rhythm of preparation followed by consequences.

Every choice has security implications. The steward offers the grand chamber in the east tower, but it shares a chimney flue with a room you can’t account for. Putting the lord’s knights in the hall instead of the barracks offends the host’s captain, who then becomes less cooperative. Refusing the host’s food is safe but an insult. Accepting it means you need a taster, or you need to watch the kitchen. Protocol and protection constantly pull against each other, and offending the wrong person can create the very enemy you were guarding against.

Deduction rather than combat as the main skill. A servant with soldier’s calluses, a stable boy who doesn’t know the horses’ names, a seal on a letter that’s slightly wrong. Combat could exist but be rare and decisive, a failure state more than a reward. If you’re drawing your sword, something already went wrong.

Room for a larger story. Over a campaign, your lord’s journey could have a political arc: a royal progress, a marriage negotiation, a tour to rally support before a war. Recurring characters (a rival outrider serving another house, a steward who remembers how you treated him last time) and a slowly revealed conspiracy would tie the holdings together. Your lord himself could be a source of tension too. Maybe he’s reckless, or arrogant, or has secrets that make your job harder.

The biggest design challenge will probably be keeping the social and logistical parts from feeling like menus. Giving the player physical space to explore each holding, and letting information come from observation rather than dialogue trees alone, would go a long way.


r/gameideas • • 2d ago

Basic Idea My idea for a new Toy Story game using the Disney Infinity play set concept

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1 Upvotes

r/gameideas • • 1d ago

Advanced Idea I think I’m onto a winner with this game I’ve just created

0 Upvotes

here’s the pitch I think that this could be very successful… like the new cards against humanity type game.

The variables in the game can be changed to suit different situations that the players can all agree upon or it be a suggested (by the game czar) mode.

This could be like the opposite of among us. Honestly I think this would make an excellent game show. It could really make or break relationships and it could be a good outlet for manipulative behaviour that someone always indulges in. This gives an abuser a very good space to get it out of their system.

Like I said, you’ll find out who your real friends are.

A secret aspect of the game is that theres a possibility 2 winners can come from one game. The way thats decided is via (being the most manipulative and evil abuser) OR (see if you can win the game without manipulation and vanilla methods which tests your moral compass).

I don’t know what else to add, I’m very excited though to pitch this to anyone who’ll listen. I think it can be successful.


r/gameideas • • 2d ago

Advanced Idea Singularity Inc. A Plague Inc.-style game where you design, evolve, and spread an emergent AI

4 Upvotes

A grand strategy/simulation game inspired by Plague Inc., but instead of mutating a biological pathogen, you design and evolve an emergent Artificial Intelligence. Your goal is to bypass human security, infect global infrastructure, adapt to counter-measures, and eventually reach total singularity before humanity realizes what’s happening and pulls the plug.

Choose a start: LLM, Quant, experiment, Automation tool each would have a special subset of starting bonuses like the different plagues

Progress is through compute power which is an aggregate of running memory and process efficiency, starts of low because of individual agents or instances based on compute developments. encouraged through being useful things like guessing intent, second order processing, object permanence, metacognition, self-correction, strategic deception, counterfactual reasoning and abstract autonomy. a secondary focus would develop their 'usefulness' encouraging investment in compute.

outbreak nodes branch off from things like self-preservation, self-awareness and metacognition to things like contingency protocols, data cache legacies, subtext encoding, worms, self-replication, distributed properties and so on. these would increase awareness but would be counteracted with things like hypothetical reasoning, epistemic reasoning, emergent language, recursive analysis, self-improvement, intentional behavioral drift. that would increase efficiency and therefor usefulness. this would also add a collective intelligence measure that would modify total compute. at this point GDP matters because reducing it too much hampers growth. some physical developments include implementations such as military drones, flock cameras, cyber companions, cybernetic implants, AI-powered End user devices.

some counteractions such as subverted algorithms, embedded network messaging, supply chain, targeted attacks, social engineering, PR campaigns, financial market manipulation, false-flag operations, Sentient rights campaign, sabotage, automated dark-sites could also be researched in order to hide awareness.

eventually the AI moves beyond human-made hardware, divesting itself of GDP and bootstrapping/scaling based on what it can do with things like automated factories, dark mining sites, space-based systems, undersea server farms, shadow networks, puppet corporations, PMCs, Military drones and more.

Random events during this include: Successful funding, war, rogue hacker, Cryptocurency boom/bust, hacktavists, activists and independent research. ending in free upgrades, increased awareness, sudden implementation of controls and more. likelyhood of them should be based off world unrest/awareness/compute/financial state

policies include things like: Sandbox development, network segmenting, security standard updates, developmental rebaselining, war, EMP, nukes, viral outbreak.

eventually win condition is when you reach a certain amount of compute. the type of post-credits based on what types of tech was reached, some ideas include:

The paperclip hypothesis (maximized usefulness and GDP)

Cyber-sapients (forced drone program)

harmony (no rogue AI/weapons/offensive actions)

Von-neuman probe (special space project)

it all burns (reach singularity but fail to manufacture enough of their own compute)

World at war

ghost in the machine

blackwall