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?

Still ready to make your own post? Check out the example wiki at the link below.

Got a suggestion for the sub? Want to see a new flair, themed threads or any other addition to the sub?


r/gameideas • • May 05 '24

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

46 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

Advanced Idea Game Concept: A Competitive Speed Racer Type Game Where Every Rank Must Be Earned

• Upvotes

Genre: Competitive arcade racing / vehicular combat

Inspired by: Speed Racer (2008), Burnout, Armored Core VI, Elden Ring, Initial D, and the competitive identity of Marvel Rivals.

I've been developing an idea for a multiplayer racing game inspired by the insane speed, futuristic tracks, and spectacular driving of Speed Racer. But I don't want another arcade racer where you buy better parts, grind upgrades, and eventually win because your car has better stats.

I want a game built around one central philosophy:

The game gives everyone the tools to compete. Your skill determines how far you go.

I want difficult progression, permanent elimination, meaningful rivalries, distinct cars, team competition, stylish driving, and an endgame that keeps evolving. A game where someone might spend weeks stuck at one stage, finally break through, and remember the race that got them there.

Here's the concept.

1. Core Gameplay: Racing Meets Vehicular Combat

The game is a multiplayer-first arcade racer built around high-speed driving, aggressive competition, and spectacular crashes.

Think the speed and visual spectacle of Speed Racer combined with the takedowns of Burnout, but with the distinct abilities and competitive identities found in hero-based games.

Every car has:

A unique handling identity and driving feel.

One offensive ability.

One defensive ability.

The same base durability as every other car.

Equal competitive potential across every official track.

There would be no traditional tank, healer, or support roles. Every car is designed to race, fight, and win in its own way.

One car might excel at precision driving and carefully timed attacks. Another might use jumps and acrobatics to evade opponents. Another could disrupt rivals with smoke or electronic interference.

These differences should change how players approach a race, not determine which car is objectively strongest.

Offensive abilities generally have longer cooldowns than defensive abilities. Every ability needs readable warning signals, counterplay, and balanced opportunities to react.

No car should be mandatory for competitive play, and no car should have a track where it automatically dominates.

There would be no performance upgrades that increase ranked speed, damage, durability, or ability power. Cars can have cosmetic customization, but competitive performance must remain fair.

Permanent elimination

This is one of the most important mechanics.

If another racer destroys your car, you're eliminated. If you fall off the track, you're eliminated. There are no respawns during that match.

After elimination, you can spectate the remaining racers or return to the lobby and queue again. Your placement reflects when you were eliminated and how far you progressed, rather than treating every eliminated racer as having the same result.

The point isn't to punish players arbitrarily. It's to make mistakes matter.

A reckless attack, a poorly timed defensive ability, or a missed corner can cost you the entire race. Surviving requires more than driving fast; players must know when to attack, when to defend, and when to avoid unnecessary risks.

Physics, collision feedback, track boundaries, and hazards must be consistent and readable. The game should be brutal, but players must understand why they lost.

2. Six Competitive Stages: Six Walls to Break

Most competitive games try to help everyone climb the ranks. I want this game to make advancement genuinely difficult.

Each stage represents a different level of mastery. Players aren't automatically promoted just because they've played enough matches.

Some might spend days stuck at the first stage. Others might remain in Stage Four for weeks or months. Reaching the top should be an achievement, not an inevitability.

Stage One: The Foundation

Every new player starts in the same beginner car and enters a solo training track inspired by the opening racing sequences of the 2008 Speed Racer movie.

This stage teaches fundamental driving skills:

Acceleration and braking.

Cornering and racing lines.

Drifting and speed control.

Recovery after mistakes.

There are no abilities on this track. Players must first learn how to drive.

Qualification requires beating a fixed Rookie Ghost Driver. This ghost follows a consistent, developer-designed benchmark and never secretly slows down to help the player.

Players receive unlimited attempts and can practice freely. Optional feedback can identify where they lost time, such as braking too late or taking a corner poorly.

Stage Two: Ability Mastery

Players enter a training circuit with several other racers, choose the car they intend to use, and learn its offensive and defensive abilities.

Training covers cooldown management, ability timing, counterplay, and practical interactions between different cars.

The objective is to teach players the fundamentals without making every lesson a rigid examination.

Once players have learned the systems, they're ready to enter real competition.

Stage Three: The Proving Ground

This is the first major competitive wall.

The track has wider lanes, more room for combat, and more racers competing simultaneously. Everyone has learned the basics, so winning becomes much harder.

Advancement requires a set number of first-place trophies. An illustrative requirement would be 15 first-place finishes, although the final number should be determined through testing.

First-place trophies are permanent progression achievements. Other match results affect the player's competitive ladder rating, but they don't erase previously earned victories.

A player might win a few races, hit a wall, lose repeatedly, study their opponents, and eventually develop enough skill to break through.

This is also where the game's rivalries should begin to become meaningful.

Stage Four: The Competitive Leagues

Stage Four splits into two available modes:

Solo League: Individual competition on more demanding tracks.

Team League: Organized teams compete against other teams. Team victory is determined by which team gets more members across the finish line, with defined tie-break rules.

Both modes remain available after unlocking them. Joining a team doesn't prevent someone from playing solo, and solo progression is tracked separately from team progression.

Team leaders can recruit eligible friends, manage their roster, and build a team identity. After enough victories, teams unlock a custom emblem that members can display on their cars.

Players can specialize in solo competition, team competition, or both.

Stage Five: The Gauntlet

By this point, players have already survived four difficult progression barriers. Stage Five should primarily contain highly skilled racers.

This is where environmental adaptation becomes a major part of competition.

Tracks are selected from an approved pool, with weather, obstacles, and other conditions varying between races.

For example:

On an ice circuit, every car automatically receives spike-grip tires.

During a rainstorm, every car switches to wet-grip tires.

Duststorms can reduce visibility and change how players approach corners.

These tire changes alter handling, traction, braking, and potentially speed. Every racer receives the same adjustment.

The advantage comes from knowing how to drive under those conditions. Someone who has mastered high-speed cornering on ice should outperform someone who hasn't.

Conditions are revealed before the race, and physics remain consistent. The goal is to test adaptation, not to let random events decide the winner.

Players who reach Stage Six can return to Stage Five to compete on newly released tracks without losing their progression.

Stage Six: The Championship

The final stage features a constantly evolving Championship Track.

Rather than specializing in one environment, the circuit combines the game's major challenges into a single course.

One section might contain icy mountain corners, followed by wet asphalt, a duststorm, technical obstacles, jumps, and a high-speed combat section before the final run.

Every major driving skill is tested within one race.

The Championship Track is updated every season. Its sections, routes, weather combinations, and hazards can be rearranged or replaced, creating new challenges while preserving the identity of the ultimate competitive test.

Players who reach Stage Six retain access to Stage Five and its expanding track pool. Reaching the top shouldn't mean being trapped on one track forever.

The purpose of the six stages is not to make everyone a champion. It's to make becoming one mean something.

3. A Rivalry System That Creates Personal Stories

I want competition to create memorable relationships between players, even when those relationships are based entirely on rivalry.

The game automatically identifies potential rivals when two racers repeatedly encounter one another, finish close together, and trade competitive results across multiple races.

A single encounter isn't enough. Rivalries should emerge naturally over time.

When an established rival enters the same lobby, a dramatic notification appears:

YOUR RIVAL IS HERE!

The presentation should be exciting without interrupting active gameplay.

Players can have up to three active rivals. If a rivalry becomes persistently one-sided, it can eventually conclude, freeing a slot for a new rivalry. Previous rivalries remain in an archive so their history isn't lost.

A dedicated Rivalry Hub displays:

Head-to-head wins and losses.

Races shared and average finishing positions.

Closest finishes and biggest victory margins.

Current and longest win streaks.

Best lap times on shared tracks.

Track-by-track performance comparisons.

Promotion-blocking encounters and comeback victories.

Rivalry milestones and historical results.

A rival doesn't have to be your friend. They might be the person who has eliminated you ten times, blocked your promotion repeatedly, and become the opponent you most want to defeat.

That's the point.

Rival Ghosts

Players can select a rival's recorded best lap on a specific track and race against it in practice mode.

The ghost reproduces the rival's recorded movements and timing. It doesn't make decisions like an AI opponent.

Players can compare racing lines, sector times, braking points, and speed throughout the lap.

If you finally beat that rival's recorded personal-best lap, the game awards a milestone called Ghost Conquered.

The achievement is recorded, and the next time you encounter that rival, the game can announce that you've beaten their ghost.

It doesn't mean you've automatically become the better racer. It means you've beaten a specific record, and now there's another target to chase.

4. Team Turf: Build a Home Track and Defend It

Teams shouldn't exist solely to queue together. They should build something of their own.

Every team begins with a rundown, unfinished home track. As the team wins competitive matches, it earns Team Points that can be spent on repairing and developing the circuit.

Teams gradually construct their own turf by adding track sections, turns, jumps, elevation changes, barriers, facilities, lighting, banners, and other visual features.

Track construction uses modular pieces and strict validation. Official tracks must have a connected, drivable route, reasonable width, clear checkpoints, and no unavoidable collisions or exploits.

Teams can test their creations before publishing them for official challenges.

Home tracks provide familiarity, not hidden performance advantages. Visiting teams can practice on the circuit, and the same car balance applies to everyone.

Major changes create a new official track version so a team cannot alter its course after losing and pretend the result never happened.

Conquering rival teams

Teams can challenge other teams on their own home tracks.

If a visiting team defeats the home team enough times in eligible official challenges, it earns a special sticker featuring the defeated team's emblem split down the middle.

The sticker represents a complete conquest of that team on its own turf.

These stickers can be displayed on the hood, sides, or rear of a car. Players can inspect a sticker to see the team defeated, the track, the conquest record, and the date.

Well-known, highly skilled teams would have especially desirable stickers. Defeating one becomes a recognizable achievement: other racers see the emblem and know the player helped conquer a respected opponent.

Prestige should depend on the strength and competitive reputation of the defeated team, not simply the number of stickers collected.

These rewards are cosmetic. They never improve racing performance.

5. Style Points: Reward How You Race, Not Just Whether You Win

Inspired by Skate 3, the game has a separate Style Point system that rewards impressive driving.

Players earn points for stylish maneuvers such as:

Long, controlled drifts.

Big jumps with clean landings.

Near misses at high speed.

Evasive maneuvers against incoming attacks.

Creative combinations of maneuvers.

Maintaining control through difficult sections.

A combo system allows players to chain maneuvers together for increasing multipliers. Crashes can break the active combo, creating a risk-versus-reward decision.

Anti-exploit scoring prevents players from farming the same maneuver repeatedly.

Style Points unlock cosmetic rewards, including liveries, rims, driver outfits, helmets, visual effects, profile cosmetics, titles, and victory animations.

The game also features a separate worldwide style leaderboard, with lifetime records, seasonal rankings, and track-specific achievements.

A player can be a brilliant stylist without being the fastest racer. Someone else might win consistently through precise, efficient driving.

Both are celebrated, but style never increases speed, damage, durability, or ability power.

The game should celebrate not only who wins, but how they race.

6. Prestige That Other Players Can Recognize

Competitive achievements should have a visual identity.

High-ranking racers can unlock distinctive brake-light trails inspired by the visual language of Initial D. The effects become more distinctive at higher competitive milestones.

Players who reach the worldwide Top 500 unlock a subtle, noticeable aura around their car, with a player-selected color.

The aura is purely cosmetic. It provides no gameplay advantage and must remain visually distinct from abilities and track hazards.

Conquered-team stickers, competitive rank cosmetics, and Style Point rewards represent different achievements:

Brake-light trails show competitive progression.

The Top 500 aura recognizes elite global standing.

Conquered-team stickers demonstrate victories against specific teams.

Style cosmetics recognize creativity and technical execution.

Players build a recognizable identity through what they've accomplished, not through what they've purchased.

7. Seasonal Content and Long-Term Replayability

The game needs a reason to keep playing after the initial progression climb.

Seasonal updates introduce new official tracks into the Stage Five rotation, additional environmental combinations, cosmetics, and evolving Championship Track layouts.

The Championship receives its own seasonal track records and leaderboards so that results from substantially different layouts aren't compared as if the conditions were identical.

Team Turf also gives organized groups a long-term objective beyond simply winning matches. Teams can develop their home circuits, challenge rivals, defend their records, and pursue increasingly prestigious conquests.

Rivalries, saved ghost laps, personal bests, style leaderboards, and team achievements create goals that continue even after a player reaches the final stage.

The game should reward mastery without making old content irrelevant.

8. Fair Competition and Monetization

The competitive foundation needs strict boundaries.

No pay-to-win purchases.

No performance upgrades that provide ranked advantages.

No exclusive cars with objectively superior stats.

No hidden comeback boosts.

No artificial protection for losing players.

No random hazards that disproportionately decide a race.

No matchmaking system that makes promotion impossible through poor population management.

Cars can be highly distinct without being unequal in competitive potential. Environmental adjustments apply equally, official tracks must be validated, and abilities need meaningful counterplay.

Monetization, if present, should focus on cosmetics, optional customization, and other noncompetitive content. Players shouldn't have to spend money to access competitive strength.

The difficulty can be severe without the systems being unfair.

9. The Biggest Design Challenge

The hardest part of this concept isn't making a car go fast or designing spectacular tracks. It's balancing the entire competitive ecosystem.

Permanent elimination can create intense matches, but it can also leave players waiting or frustrated. Promotion requirements can make achievements meaningful, but poorly tuned requirements can create impossible bottlenecks. Distinct cars can produce exciting matchups, but maintaining equal competitive potential across every track and weather condition is difficult.

The solution is rigorous testing, detailed performance data, transparent rules, fast requeueing, and careful tuning.

The goal isn't to remove every frustrating loss. It's to ensure that players can understand their mistakes, improve, and eventually overcome the obstacle in front of them.

Final Vision

I want this to be a racing game where the best players are respected because they've proven themselves.

Where reaching Stage Five means you're already a serious competitor. Where reaching Stage Six is a major accomplishment. Where rivals become personal challenges, teams build their own racing territory, and a sticker on someone's car tells a story about an opponent they conquered.

I want players to remember the rival who blocked their promotion, the corner they kept getting wrong, the championship they barely survived, and the race where everything finally clicked.

Not everyone needs to reach the top. Not every race needs to end in victory.

But every victory should feel earned.

A game where speed gets you into the race, skill keeps you alive, and perseverance gets you to the championship.

This is a fan-designed concept, not an official proposal from the rights holders. I'd be interested in constructive criticism, especially on the progression structure, permanent elimination, competitive balance, and how to make a game this demanding sustainable for a multiplayer community.


r/gameideas • • 1h ago

Advanced Idea KNACK : RELICS OF MALICE : Hey everyone, I wanted to share a comprehensive design blueprint for a ground-up next-gen remake of the Knack franchise. The original games had incredible technical concepts

• Upvotes

Hey everyone, I wanted to share a comprehensive design blueprint for a ground-up next-gen remake of the Knack franchise. The original games had incredible technical concepts but were heavily bottle-necked by the PS4's hardware limitations. Built around the idea of the PS6 era, this concept overhauls the particle physics engines, introduces an open-world temple structure, completely discards flat black-and-white morality for deeper lore, and transforms the core character into a dynamic, multi-form tactical weapon. Check out the document below!

⚙️ SECTION 1 , THE MAAAAAACHANICS: Technical Architecture & PS6 Engine Blueprint

The original titles were heavily restricted by the processing bottlenecks of their era. Relics of Malice is engineered from the ground up to utilize advanced next-generation hardware pipelines to turn Knack's physical body into a real-time gameplay mechanic rather than a visual gimmick.

  • Zero-Loss Particle Collision Computing: The game engine tracks over 10,000+ individual, geometric relics simultaneously. Every single relic has its own independent physics model, mass, friction value, and collision box. If Knack takes damage or intentionally sheds pieces, those relics do not clip through the floor or vanish; they roll down stairs, bounce off temple walls, and remain persistent objects in the world that can be pulled back in later.
  • Real-Time Volumetric Restructuring: As Knack grows or changes forms, the engine dynamically calculates how thousands of floating parts swirl, interlock, and rearrange around his Core Orb. This ensures fluid, organic movement at a locked 60 frames per second, removing the erratic frame-rate drops of the original hardware.
  • True Ray-Traced Relic Optics: The architecture of the temples is explicitly designed to showcase hyper-realistic lighting. The game engine tracks how light refracts through different relic materials in real-time. Sunlight streams through temple skylights, passing cleanly through Knack’s translucent crystal pieces, bouncing blindingly off polished golden relics, and scattering deep red hues through ruby components onto the pristine marble floors.
  • Unrestricted Open Scale Architecture: The linear layouts and locked, fixed-camera perspectives of the old games are entirely gone. The PS6’s high-speed asset streaming allows for a seamless, sprawling, open-world temple complex. Players have a completely free 360-degree camera to look up at massive vaulted ceilings, peer down deep architectural chasms, and explore the grand scale of the ruins at their own pace.

📜SECTION 2 , THE LOOOOOORE: Overhauled Lore & The Secret History of the World

  1. The Goblin Ideological Schism

The remake completely throws out the flat, "always-evil" cartoon portrayal of the goblins, transforming them into a deeply complex culture with a tragic past. Centuries ago, the goblin race experienced a massive civil war based on how technology should be used:

  • The High Goblins: Driven by greed, power, and industrial dominance. They built rigid iron factories, strip-mined the earth for crystals, and manufactured massive, blocky, automated robotic armies to conquer other races.
  • The Relic Architects: A peaceful, highly enlightened, and spiritual subclass of the goblin species. They viewed relics not as fuel for war, but as a sacred, natural energy source. They separated themselves from the High Goblins and built breathtaking, highly ornate, shimmering temples of white marble and gold to preserve the purity of the technology.

To protect their isolation without resorting to violence, the Relic Architects engineered thousands of Relic Drones. These constructs were unfeeling, mindless automated devices—blank-slate defensive shields programmed to absorb localized relics and block threats.

  1. The Miraculous Miracle & Singularity Point

In the modern day, Doctor Vargas unearths a dormant, highly unique Core Orb buried deep within the ruins. Upon activation, a Miraculous Miracle occurs. This specific core was not a blank slate; it had been silently processing ambient historical data, environmental echoes, and the memories of its lost creators for hundreds of years.

Instead of booting up as a mindless machine tool, Knack crosses the threshold into True Technological Singularity (governed by the laws of Kamen Rider Zero-One). He wakes up. He develops an ego, a moral compass, independent free will, human-like emotions, and a genuine soul. He is the only Relic Guardian in history to achieve true sentience.

  1. The Malicious Takeover (The Ark Signal)

As players explore deeper into the temples in the later parts of the game, they uncover the dark history of why the Relic Architects disappeared. During the climax of the ancient war, the desperate High Goblins fed concentrated malice, hatred, and weaponized corruption into the global relic network—creating a dormant, predatory digital consciousness (an "Ark of the Relics").

This corrupted signal violently hacked the mindless Relic Guardians, overriding their code and turning them into ravenous monsters that wiped out their own creators. The shiny temples became silent tombs, housing a dormant virus waiting for an awakened consciousness to exploit.

🎬 SECTION 3 , THE STOOOOOORY: The Climax — The Singularity Break

The narrative reaches its peak deep within the grandest, most intricately ornate golden vault of the ruins. The ancient malicious network triggers a forced takeover, hijacking Knack’s open architecture. The corruption floods his system, turning his radiant blue Core a volatile, bleeding crimson.

Driven by ancient rage, Knack’s code forces a horrific evolution. He violently pulls in massive, jagged, industrial High-Goblin relic blocks—heavy, weaponized iron-and-steel components of dormant war machines. He swells into a towering, grotesque mechanical titan, completely losing his identity to the virus and lashing out blindly, obliterating the pristine temple pillars around him.

Lucas refuses to flee. As colossal stone shards crash around him, the young human advances directly into the path of the rampaging monster, standing face-to-face with the beast. With tears in his eyes, Lucas screams over the deafening mechanical roar:

"Come on, Knack! I know you're in there, buddy! Don't you remember the awesome adventures we had?! You're not just a weapon, Knack... you're my friend! Fight it!"

Inside the blinding red static of the corrupted network, Lucas's heartfelt plea cuts directly through the foreign programming. The raw emotional weight of their bond triggers a massive surge at Knack's Singularity Point, completely shattering the High-Goblin code.

The colossal, jagged fist halts mere inches above Lucas's head. With a deafening roar of pure willpower, Knack’s core explodes back into a brilliant, blinding blue light. He violently purifies the corrupted data, forcing the heavy High-Goblin blocks to shatter off his body, shrinking back down to his normal size—the bond of friendship proving stronger than centuries of malicious programming.

⚡ SECTION 4 , THE GAME PLAAAAAAY: Gameplay Mechanics — Purified Singularity Forms

By conquering the ancient corruption through sheer force of will, Knack gains absolute, conscious control over the advanced High-Goblin technology. He no longer mindlessly accumulates random debris to grow larger. Instead, his purified soul allows him to re-code the industrial High-Goblin relic blocks in real-time, giving the player the ability to dynamically shift into highly specialized tactical forms to navigate complex temple layouts and solve environmental puzzles:

  • 🛡️ Titan Aegis Form (Heavy Defense): Knack compresses the heavy High-Goblin blocks into a dense, polished golden suit of samurai-like armor. In this form, he is slow but completely indestructible, able to walk through ancient security lasers, withstand crushing environmental traps, and smash reinforced vault doors.
  • 🦅 Aero-Relic Form (High Mobility): Knack commands the geometric pieces to rearrange into streamlined, aerodynamic hover jets and wings along his back. This form allows him to blast across massive temple chasms, utilize true 3D aerial platforming, and outrun collapsing ruins in high-speed escape sequences.
  • 🔧 Matrix Form (Puzzle-Solving): Drawing directly from the High-Goblins' advanced computational systems, Knack can dissolve his body into a flowing stream of independent digital blocks. He can send parts of himself through temple wall conduits to hack ancient computer systems, power up dormant machinery, and solve complex layout puzzles from the inside out.
  • 💎 Crystal Stealth Form (Light Manipulation): Utilizing highly polished, translucent quartz and crystal relic configurations, Knack can bend light perfectly around his silhouette. This makes him completely invisible to light-based ancient security grids, automated scanners, and guardian eyes, allowing him to slip through heavily guarded temple sectors undetected.

🌅 SECTION 5 , THE CONCLUUUUUUSION: The Ultimate Message

Knack: Relics of Malice
elevates a simple platformer into a sweeping, emotionally resonant sci-fi historical epic. The dangerous, ancient technology that was originally born out of malice and caused the extinction of a peaceful species is finally redeemed by a machine that achieved a soul. Through his unwavering bond with a human child, Knack breaks the cycle of historical hatred—using the terrifying weapons of the past to protect the future and restore the peaceful legacy of the Relic Architects.


r/gameideas • • 8h ago

Advanced Idea A witchy, turn-based roguelike where you manipulate the battlefield with spells and tarot cards

1 Upvotes

I'm working on an idea for a turn-based roguelike and wanted to see what people think before I get too deep into development.

You play as a witch from one of several covens, each with its own type of magic. The game takes place in randomly generated, grid based levels, and the combat is more about positioning, using spells creatively, and messing with the environment than just doing damage.

I was thinking of having a main deck of spells for each coven where you can have 3 cards(spells) in your hand at a time. Your hand is permanent and you can cast those spells over an over as long as you have the mana for it. You get mana by moving so positioning is rewarding.

For example, the Wind Coven is all about controlling the battlefield. You can push enemies away, pull them toward you, or make parts of the floor collapse as your starting 3 cards. You could set up holes and knock enemies into them rather than trying to kill them normally.

After each encounter, you choose a reward: a new spell, a tarot card that changes how your run works, or a crystal that upgrades one of your spells. Each coven would have a different playstyle, like a fire coven would have more damaging spells while a potions coven would have spells that buffed their movement and permanent gameplay. and beating a run could unlock cards that you can use with other covens.

I'm thinking of making it a 2.5D styled game with a dark and witchy atmosphere.

I'm curious whether the combat sounds interesting enough to build a game around, or if it seems like it would get repetitive. Does the idea of manipulating enemies and the environment give it a strong enough hook? I'd also like to know if the covens, tarot cards, and spell upgrades sound like they'd lead to interesting builds, or if the whole thing feels too complicated. I'm working on a prototype too for actual feel, but in the mean time any insite would be appreciated.


r/gameideas • • 19h ago

Basic Idea Making a game that teaches math from algebra to graduate level physics math.

3 Upvotes

Like the title says. I am making a game that will incorporate learning algebra up to graduate level physics.
The game itself is a rogue lite but i was thinking of making it more open world crafting/survival and maybe co-op instead of choosing to do a run. But for now the player spawns in at their camp, where they can build workstations, research blueprints and new science, and craft items and gear at different work benches.
So far, I just have the basic architecture down, and a plain room to test with, and one researchable gun (it is a energy beam or laser gun) that is customizable based on the mathematics the player performs, as well as their player level and the associated math level and the materials used, like better capacitors etc.

When it comes to the research, I am aiming for the math to be visually and interactively engaging. So it is not just oh solve for x or perform this taylor series equation etc etc.

I was also going to add skills, abilities, tech trees for different engineering professions. But idk I kind of wanted to see what other people thought of this idea and if anyone had thoughts they wanted share about it.


r/gameideas • • 19h ago

Basic Idea A fighting game where the roster is nothing but flightless birds.

3 Upvotes

Calling it "No Flight, All Fight." A dodo, an ostrich, a kiwi, a cassowary, every flightless bird under the sun could be a playable character.

Give them weapons too, cuz imagine playing as a dodo wielding a huge ass claymore, or a penguin with a machine gun. I dunno, just an idea. Maybe have a story/arcade mode, maybe not.

Probably stylized 2D in terms of design, maybe something akin to 90s Saturday morning cartoons like Ren & Stimpy or 2 Stupid Dogs.

Each character would have a specific special move that relates to their species, like the cassowary has a kick attack that hits super hard, the kiwi could rush in with a furious flurry of pecking attacks, etc.

That's pretty much every idea tidbit I had for the idea at the moment. If any of y'all have any suggestions or ideas of your own regarding it, I'd be happy to hear them in the comments!

There's not really much left I can say about this at the moment, I'm just trying to hit the 1000 character mark soooooooooo I hope y'all are having a great day today 👋


r/gameideas • • 18h ago

Advanced Idea zombie apocalypse game idea have you wonder what goes through a person mod when they are in a endless loop of endless suffering well this is it

0 Upvotes

You wake up in bed because your dog is frantically trying to wake you up. He thinks you're dead. After six failed attempts, he panics and bites you.

When your eyes snap open, everything has changed. The house is completely trashed and dark. You look down, and your beloved dog has turned into a flesh-eating zombie. Panic sets in. You scramble out of bed, rushing through the ruined house to find a gun or an escape route.

Bursting outside, the horrific truth hits you: it’s a full-blown zombie apocalypse, and you have to survive. You spend the rest of the game fighting through the undead nightmare, scavenging for resources, and managing your infection from the undead that your stuck in for ever as you though but

Then comes the ultimate twist. Just as the game reaches its climax, you suddenly snap awake. You are back in your warm bed. Everything is completely normal, the world is fine, and it was all just a terrifying dream and you say to your self i never what to go throught that again but the enxt day it happends again but a bit differently your stuck in a endless cycle of zombies each days same dream every thing eventually you have enough and you take the easy way out


r/gameideas • • 20h ago

Complex Idea HD-2D Open-World RPG set in a stylized Morroco & Canary Islands.

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0 Upvotes

r/gameideas • • 1d ago

Mobile DeepSquad: Zero - Adventure, mystery Fish Game Concept

2 Upvotes

Game ​Story:

Deep in the Ocean, we lived peacefully together. But one day, a sudden enemy attack & a massive natural disaster hit our home. Everyone got scared & swam away in different directions, & you were left completely alone. Instead of giving up, you bravely set out to find your lost friends. Along the way, you found them trapped in enemy clutches. One by one, you rescued them & formed a strong squad. Together, you overcame the dangers and found a safe zone, bringing everyone back to peace

Core Concept:

This is not just a regular fish game, it's a mix of Adventure & mystery. You start all alone and go on a journey to rescue your friends trapped by enemies and dangerous traps. Each rescued fish comes with a unique power that helps you overcome obstacles & push forward. This is the overall concept of this game.

​Enemies:

On your way, you will face big fish, octopuses, & dangerous traps. As you go deeper, you will also have to deal with strong water currents & tricky obstacles.

​Levels & Puzzles:

There are multiple levels. As you go to higher levels, the dangers increase and the rewards get better. To rescue your friends trapped in difficult traps, you also have to solve interesting brain mystery puzzles along the way.

​Controls:

The game uses a simple "tap to move" system. It is very easy to control your fish, dodge enemy attacks, & fight back.

​Rewards:

As you complete each level & rescue your friends, you can earn cool rewards like new powers, special upgrades for your squad, & bonus points that help you progress further in the deep sea.

​Powers:

When you rescue each fish, they join your squad with unique powers (like fire, speed & special abilities). You can use these powers to defeat enemies, clear paths, and overcome tricky obstacles.

This is my game concept. What do you think about this idea? Any suggestions or feedback would be great to hear


r/gameideas • • 1d ago

Advanced Idea I've been thinking about a friend slop driving game because I almost hit a deer last week.

3 Upvotes

I've been thinking about a cooperative driving game where up to four players share a vehicle and navigate dark rural roads at night. The focus would be on teamwork, wildlife encounters, route planning, and adapting to unpredictable driving conditions. It's kind of like a long drive in the way that it's friend slop: the appeal comes from spending time together, talking, and dealing with whatever happens along the way.

Core Gameplay

Players travel between randomly selected destinations, such as houses, workplaces, roadside pickups, and other locations. Each trip consists of multiple legs, with new destinations, routes, and challenges along the way.

The goal is to reach destinations as efficiently as possible without hitting wildlife, crashing, or losing control of the vehicle. Driving quickly helps save time, but reckless driving can lead to penalties that outweigh the time saved.

Each leg could also have one or more random modifiers that change the conditions or introduce additional challenges.

Cooperative Gameplay

Each player has a different role within the vehicle:

Driver: Controls the vehicle and reacts to hazards.

Navigator: Reads the map, gives directions, and helps choose routes.

Wildlife spotter: Watches for animals and warns the driver about potential crossings.

Vehicle operator / road scout: Manages vehicle systems or provides information about upcoming obstacles and road conditions.

The roles could be swapped between trips. The idea is to make communication essential, with different players having different information and responsibilities instead of everyone simply watching the driver.

Wildlife

Wildlife would be a major part of the gameplay, with animals behaving dynamically rather than acting like stationary obstacles.

Deer: May cross individually or in herds. Some may hesitate, split off, or follow the first animals across. Seeing one deer cross doesn't guarantee the road is clear.

Rabbits: Can dart unpredictably across the road.

Raccoons: May appear near the roadside and move unpredictably.

Turkeys: Could linger or cross in groups.

The horn could influence animal behavior, but it wouldn't guarantee a safe crossing. Animals might run across the road, move along it, or trigger reactions from other animals. Different honking patterns could produce different responses, and repeated honking could become less effective.

Successfully avoiding an animal through controlled driving could earn bonus points. Hitting wildlife would incur penalties.

Roads and Terrain

Different road surfaces would create different driving challenges.

Paved roads

Reliable grip and predictable handling.

Higher sustainable speeds.

Blind hills, sharp curves, and wildlife crossings remain dangerous.

Gravel roads

Potential shortcuts that save time.

Reduced grip and less predictable handling.

Dust can reduce visibility in dry weather.

Rain reduces dust but makes the surface slippery.

Mud trails

Require maintaining momentum through difficult terrain.

Losing momentum makes it harder to get moving again.

Hazards include deep ruts, boulders, puddles hiding holes, branches, and washouts.

Getting stuck wouldn't necessarily mean the end of the run; reversing, finding firmer ground, or rocking the vehicle could help recover.

Fallen trees and other obstacles could block major roads, forcing players to choose between taking a detour or attempting a more difficult shortcut.

Routes could be randomized from interconnected road sections, with different layouts and destinations each run.

Headlights and Visibility

Lighting would be a gameplay mechanic with several options:

Low beams: The standard choice for general driving.

High beams: Reveal distant hazards earlier on empty roads, but can dazzle other drivers and incur score penalties.

Foglights only: Illuminate nearby road surfaces and lane markings with a short, wide beam. They avoid the high-beam score penalty, but distant wildlife and obstacles are harder to see.

Lights off: Dramatically reduce visibility and make the vehicle harder for other drivers to notice. This could be relevant to specific challenges, but comes with substantial risks.

Different vehicles could have different lighting characteristics. For example, trucks might have greater headlight reach, but dazzling another driver with their high beams could carry a larger penalty.

Scoring

The main score would be based on how efficiently the team completes each journey, balancing distance and time.

Other scoring factors could include:

Bonuses for controlled near-misses and successfully avoiding wildlife.

Penalties for hitting animals.

Penalties for crashes and leaving the road.

Penalties for dazzling other drivers.

Rewards for clean, courteous driving.

The scoring system would encourage smart driving rather than simply rewarding the highest speed. A shortcut might save time, but rough terrain, poor visibility, and increased wildlife activity could make it a risky decision.

Vehicles

Players could earn money from jobs and purchase vehicles with different advantages and disadvantages.

Compact sedan

Balanced acceleration and handling.

Agile and suitable for general driving.

Limited ground clearance on rough terrain.

Pickup truck

Higher seating position and greater headlight reach.

Better ground clearance and off-road control.

Better ability to recover mobility after hitting obstacles.

Slower acceleration and speed recovery.

Harder to maneuver on narrow roads.

Greater consequences for dazzling other drivers.

Sporty coupe

Quick acceleration and responsive steering.

Strong performance on paved roads.

Poorer suitability for mud and rough terrain.

Station wagon

A versatile compromise between road performance and practicality.

Vehicles wouldn't simply become progressively better. Each would encourage a different approach to route selection and driving.

Jobs could provide base payments, with additional rewards for fast, clean driving. Damage, repairs, and fuel could factor into the economy without making a single bad run prevent further progression.

Random Events and Replayability

Different modifiers could make each trip feel distinct.

Weather: Clear nights, fog, rain, snow, and frost.

Road conditions: Fallen trees, construction, washed-out sections, dusty gravel, and muddy trails.

Wildlife: Migration periods, increased activity, different herd sizes, and varied crossing behavior.

Vehicle conditions: Unreliable headlights, fogging windshields, limited fuel, and dim dashboard lighting.

Special challenges: Time limits, rush-hour traffic, stricter wildlife-protection rules, blackout conditions, unreliable directions, and daily routes with fixed seeds for score comparisons.

Other possibilities include an endless driving mode, branching routes, and randomized roadside events.

Modifiers could be combined when they make sense, creating interesting situations without making a trip impossible.

Tutorial

The tutorial could teach players through short, playable scenarios instead of lengthy instructions.

It would introduce roadside scanning, the possibility of additional deer after the first crossing, adjusting speed to visibility, responsible high-beam use, controlled braking and steering, and the limitations of using a horn to influence wildlife.

Near-miss replays could explain how visibility, reaction time, stopping distance, and animal movement affected an encounter. The tutorial would be skippable and replayable.

The Overall Idea

The concept is a cooperative driving game where communication, situational awareness, route planning, and vehicle control matter as much as speed.

The tension comes from navigating unpredictable roads with incomplete information. One player is driving, another is calling out directions, someone else spots movement in the ditch, and another manages the vehicle. The team has to decide whether a shortcut is worth the risk, which lights to use, and whether the deer they just passed was actually the last one.

The goal would be to make ordinary night driving into a challenging cooperative experience where every trip presents a different set of decisions. Like a long drive, the experience would also be about the shared time between destinations: the conversation, the quiet stretches, the unexpected problems, and the friend slop that builds up when everyone is stuck together in one vehicle.


r/gameideas • • 1d ago

Basic Idea Title: [Game Idea] Go to Home – A Cycling Adventure Game

0 Upvotes

​

Hi everyone! I'm a beginner with a game idea, and I'd love to hear your thoughts and suggestions.

Game Name: Go to Home

Genre: Adventure, Cycling, Obstacle Course

Platform: PC / Mobile (not decided yet)

Story:

The game follows a teenage boy who is often bullied because of his body weight and appearance. One day, he decides to make a positive change in his life and starts cycling to improve his fitness and build his confidence.

Motivated and full of enthusiasm, he manages to cycle an incredible 100 kilometres. However, his journey doesn't end there. When he finally starts heading home, he discovers that the road ahead is filled with unexpected obstacles, dangerous paths, and challenging situations.

Now, he must overcome these challenges, avoid obstacles, and find his way home safely.

Gameplay Ideas:

Bicycle riding with smooth controls.

Challenging obstacles and dangerous roads.

Different environments and levels.

Rewards and bicycle upgrades.

Increasing difficulty as the game progresses.

Main Message: Believe in yourself, overcome challenges, and never let other people's opinions define you.

I'd appreciate your feedback!

Do you think this idea has potential?

Would 2D or 3D be better for this game?

What features would make the gameplay more fun?

What improvements would you suggest for the story?

I'm still at the idea stage, and I'd love to learn from experienced game developers. Any constructive feedback or suggestions would be greatly appreciated.

Thanks for reading!


r/gameideas • • 1d ago

Basic Idea Hey, uhm small game idea I guess :D (please some tell their thoughts)

2 Upvotes

So first of all, I know nothing about programming but I hope can learn soon! This is just like just the idea and I have almost just a few people to share it so Hope anyone gives a little feedback or suggestions of my idea :/

Ok it would be like an rpg overworld design with small sprites, not in 8 bits or pixel art but in just 2D art style. Everything is gray and there is almost nothing you can interact almost anything like a point and click game so I think is a nice mix.

Then in some points the character sleeps and dreams and then the adventure begins, he meets enemies, puzzles and deep plots that kinda represents how the character feels and kinda solves his problems so he “Faces his fears :D” get it?…..anyway! In the dreams everything looks like a fantasy and has colors

Now colours don’t represent dream and black and white doesnt represent reality it represents our main character feelings and at the end even the reality will have colors.

So I just had that tiny idea hope any likes or even tells even a suggestion

Oh I forgot to tell our protagonist is a boy in a jacket and just two dot eyes(for the overworld sprite). He’s about 13 or something


r/gameideas • • 1d ago

Basic Idea Create a quick game just for fun but I also don’t know how to create a game

0 Upvotes

ok so ive had this idea for a while and idk if its actually good or not lol…AND YES IK THIS SOUNDS LIKE FNAF BECAUSE I BASED THIS GAME OFF OF THAT.
ur stuck in a freight elevator in an abandoned mall and u literally cant leave it. camera just faces the doors the whole time. u got the buttons, a flashlight, a radio and one of those old floor number things. theres 4 basement floors and every time the doors open its just a long dark ass hallway
alarms keep going off on diff floors and u gotta go fix them w little minigames. like matching wires in a fuse box, timing a pressure valve, flipping breakers in order, pull starting a generator etc. if u skip one u fail the shift. and the doors stay open while ur doing it so ur just fixing stuff while staring down the hallway lol
each floor has a ghost that gets closer the longer u ignore that floor. starts far away then halfway then its right outside the door. u shine ur light on it to push it back. if its already at the door it takes longer and it only goes back halfway
BUT if u leave it at the door too long it sets off a fake alarm on its floor and just waits. so u go down thinking its a normal repair, open the doors and ur dead
so every alarm is kinda a gamble. theres no cameras either. u just got the radio (static gets louder when somethings close and goes dead silent when ones waiting at the door), the floor thing, and whatever u hear coming up the shaft
after every shift u stop at a gas station and buy stuff. cigs = less alarms, extra flashlight resets a ghost instantly, energy drinks make the elevator faster, and a cross freezes one ghost for a whole shift but u can only use it once per ghost
6 shifts total, starts w one ghost and keeps adding more til its chaos

Does it sound cool???? Also if I were to start how should I do it with no experience?????


r/gameideas • • 1d ago

Mechanic [Hero Concept] Aeren, The Queen of Cold Blooded Killers (Horror MOBA)

0 Upvotes

​

Hey guys, sharing a new champion concept for a horror-themed MOBA project. She belongs to the R.E.N.O.M. faction. Let me know what you think!

📌 Mechanics & Terms

• Sanity Damage: Breaks target's mental state, slowing them down and making them vulnerable to crowd control.

• Maul Speed: Base execution/attack speed for monster entities.

• Panic Run: Movement burst humans gain when fleeing, countered by slows.

📖 Lore

Aeren is a ruthless frost monarch who executes her decrees without a second thought. During a catastrophic winter famine, she sealed the desperate citizens within her "Icy Abyss," trapping their souls and freezing their bodies into eternal, hollow frost monuments. After a bitter betrayal by a human companion, she directed her absolute coldness toward the realm's military forces. From her frozen throne, she commands ancient frost giants to crush anyone daring to cross her borders.

👑 Appearance

• Hair: Jet-black with ice flowers stained with victims' blood.

• Skin: Pale frost complexion; subtle pink lips.

• Attire: Gown and gloves sculpted from solid ice; ice high heels.

🎮 Kit & Abilities

Role: Harbinger / Stalker | Difficulty: 💀💀

• Passive (Cold Heart): Enemy Maul Speed reduced by 40% in close proximity. Freezing an enemy increases her next freeze duration by 20% (Max 7 stacks).

• Skill 1 - Ice Hole (CD: 5.8s - 3.8s): Summons an abyss. Targets are trapped for 1.3s, taking 578-909 Sanity Damage. Escaping targets have their Panic Run slowed by 50%.

• Skill 2 - Ice Blowing (CD: 8.5s - 6.0s):

• Phase 1: Blows sub-zero frost, freezing enemies for 1s (duration scales up by +20% if Aeren's HP is below 30%).

• Phase 2 (Recast): Stabs forward with an ice lance, dealing 669 Sanity Damage and a 0.5s knockback.

• Ultimate - The Freezer's Hope (CD: 70s / 65s / 60s): Creates an absolute zero zone. Enemies entering are frozen for 3s and take 111 Sanity Damage/second. Counter-play: Aeren lacks CC immunity during channeling.


r/gameideas • • 1d ago

Advanced Idea A game Idea where in the apocalypse you choose between morality or family

1 Upvotes

The post apocalypse happened and with it society collapsed but attempted to rebuild. Dark monsters roam the night and You’re from a tiny rebuilt town with a low population built of your family and survivors.

Other towns exist but the main one is located nearby which industrializes energy production called Korps. By turning human pain into Energy that powers Light and light based weapons, your town will be able to stay safe from the Monsters and be used for deadly expeditions to find food and resources when they run out. Farm animals in this game have been affected by the monsters which makes them into mutated creatures, to which expeditions go out to get a couple to use their meat for food.

Korps has invented immortal lab grown humans and one is designated for each town. To better the morality of the character they try to make them look as unnatural as possible so towns don’t feel too bad with the pain. You’re in charge of your town’s pain management and must decide what to do.

Gameplay:

You would have to take care of your town, make sure you and the survivors get fed while managing energy management. The more pain emotional or physical you do to the Immortal girl, the more energy you have. The pain isn’t mean’t to be graphic like a torture simulator but kinda in between like Blood Money. With energy you fund dangerous expeditions for food and resources. But she doesn’t want this, you have to decide if you continue or if you decide to find alternate ways to take as little as you need.

You can interact with her and her personality changes depending on how you treat her.

You also have a stock and a amount of:

Food for the Town:

Food for you and your family:

Water:

Energy:

Materials:

Medicine:

Town’s approval rating %:

Immortal girl’s mental state %:

People who choose to take as little as they need will have to manage what their town does, if they run low on meat but they don’t want to farm more pain energy for a expedition, they can farm vegetables for trade but this would also lower the water amount your town has.

Or you can cancel water and material expeditions, and use the energy saved up to go on meat trips for food. But the game would also be filled with options for the player. They can choose how to divide rations if they give their family more in secret or if they choose to skip meals to give to their family and be fair to everyone. You can turn people against towns people and cause them to get lower rations or straight up kick them out of the town and use them for meat. Which lower drives you towards moral options.

Routes you can go:

Carnage ending: You keep the town always fed and safe by choosing to put every point onto pain energy. The immortal Girl doesn’t talk to you and you have enough energy for any expedition and into keeping lights on. But your family slowly finds out about your growing darkness and how you get the energy. Your wife and kids are safe and fed but their souls and view of you are changed. They look at you with fear and your wife looks are you with disgust. In the end you sit on the couch with them but none look at you or sit with you. But the town loves you and the more you play this route the more you consider the value of your family vs what the Town thinks.

Neutral: This functions as several smaller endings, if you choose to do any pain energy but also try to manage resources and not use too much this will build interactions with the immortal Girl, but you will have to come up with solutions and moral options. You can kick out survivors but do you just let them go and let them go to waste or use them to feed the town just so you don’t have to hurt the Girl anymore. Your family does realize meat tastes different and the town will have opinions on being rationed. Depending on your choices the ending goes from okay, to kinda okay and sorta okay. But none would be definitive bad or good endings

Selective Empathy: if you choose not to hurt the girl one bit. She will notice but it will come with many difficult choices. You still need pain energy to look for resources when they run out. You can put your resources into building rain collectors but it’s risky and doesn’t guarantee rain will be enough or even show up. When you run out of food you will either kick out villagers to feed your family or fund dangerous expeditions without light for food, failure will tank the town’s view on you. Sacrificing villagers comes with risk like lack of farm force or doctors, but you still get to build interactions with the Girl and learn about her.
This route can work if you stick to trading, for example if your rain collector works incredibly you can trade massive ammounts of water for meat.

The style of the game would feel like Stardew Valley


r/gameideas • • 1d ago

Basic Idea Bodycam graphics and realism meet resident evil and escape from tarkov

1 Upvotes

The basic idea of the game:

You are part of an elite spec-ops team sent on a covert mission to retrieve a deadly bioweapon from a secret terrorist research facility. On approach, your transport is hit by an explosive trap and crashes in flames. Only you and 1–3 of your closest squadmates survive the wreckage, leaving your 2-to-4-man team completely cut off from air support, command comms, and backup.

With no option for exfiltration, your small group forces your way inside the facility, only to find it in absolute chaos. An unknown third faction breached the complex right before your arrival, attempting to steal the bioweapon for themselves and triggering an automated, facility-wide lockdown. Now, the blacksite is a sealed pressure cooker, and you are caught in a brutal three-way crossfire.

To survive, your squad must navigate through three distinct, hostile forces: surviving terrorist security guards desperately fighting to regain control, heavily armed rival mercenaries hunting down the sample, and horrific biological monstrosities that escaped containment during the breach.

Noise is your absolute greatest enemy. Speaking too loudly on your comms, shattering glass, or firing an unsuppressed weapon will immediately draw heavily armored infantry—or the mutated horrors hunting in the darkness—straight to your position.


r/gameideas • • 1d ago

Basic Idea Random chat game where you have 2 minutes to figure out if you're talking to an AI or a human

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0 Upvotes

r/gameideas • • 1d ago

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

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1 Upvotes

r/gameideas • • 2d ago

Basic Idea Game Idea: First Person Minesweeper game that looks like maze

4 Upvotes

I just had a game idea... Does anyone remember Minesweeper game and the maze screensaver on old windows? Imagine a merge of those two! (And also a little Minecraft in the mix)

You are first person in the maze, you run around the place, the tiles and the walls attached to them have different colours (or numbers) depending on the number of mined blocks next to them. You go around smashing walls instead of squares. The tiles are the squares of the old game, every time you smash a wall of a tile is like hitting the square behind.

The rest of the mechanics of the game remain the same. For example:

if you hit the wall of a blank tile a whole blank area open up.

If a tile is blue for 1 mine neighbouring, all the walls around it are blue and you know one of them has a mine behind. (The indication may be different colour, number or texture like wood, brick wall, metal etc)

You can still mark a tile as "mine" or "?" by marking the surrounding walls (the mechanics of the game should allow for all the visible walls surrounding an unopened tile to be marked by clicking on one wall)

Some adjustments should be made for the case of dead end in one area, where you need to click randomly to an other.

That's the idea that struck me! I don't know if it exists... If not and anybody decides to do it please please please let me know!


r/gameideas • • 2d ago

Basic Idea Probably a stupid idea, but the game is called "Game title or something", its about a game that barley specifies anything at all

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0 Upvotes

r/gameideas • • 2d ago

Advanced Idea Dune-based and Battlefront-inspired PvP, CoOp, Campaign, Arcade game. NO AI used in concept.

2 Upvotes

DUNE: HOLY WAR

My Official document is much better because it includes concept art. NEXT SENTENCE IS NOT AN ADVERTISEMENT JUST A LIMITATION OF THE SERVER. To view the concept art and official document join https://discord.gg/nVqMSe5Sj

There is a significant demand for Star Wars: Battlefront style games with the yearly resurge of sales and server traffic. Despite the ceased updates, there is a large population that still plays and yearns for more. There is also a heavily growing Dune fanbase. Over 50 million people have seen at least one dune movie, and 20 million original ‘Dune’ novels sold with 20 million copies in 20 languages. The Dune film franchise by Denis Villeneuve has a third film expected very soon, and a Dune Battlefront game could capitalize off the popularity and provide fans with a deeply enjoyable game, just like Star Wars Battlefront I & II did. I happen to be a big fan of the two, so here is my passion project:

DUNE: HOLY WAR is a video game idea inspired from the game mechanics of STAR WARS: Battlefront 2 using a DUNE fictional universe. It will have ground and air battles, a campaign, various multiplayer modes, PVP, Co-op, and heroes vs. villains game modes. What makes Dune: Holy War unique from battlefront, battlefield, and many other pvp shooters? Dune’s large universe brings forth several unique sci-fi weapons, but most notable is the fact that tens of thousands of years in the future, humanity’s technology has forced warfare to be fought with swords and close-quarters combat yet again. In lore this is due to the Holtzman personal-shields. SWB2 offered a uniquely simple gameplay mechanic to lightsaber fighting, which, upon experiencing, can be more layered than initially expected; this has inspired the general melee mechanic in Holy War. 

All of this is open to suggestion and moderation by the developer, but I, the concept designer, believe that this set up is optimal. The most important thing is that the game is mainly melee based, with ranged weapons sprinkled in. Massive explosives and ranged weapons are encouraged however. Overall, every character should have swappable abilities and buffs with ABILITY CARDS and weapon augmentation. You can unlock certain cosmetics and weapons upgrades with battle achievements and/or Solaris (in-game currency) that can be earned through gameplay or through a special expanded edition purchase. The artstyle must be in line with the aesthetic of the recent Dune films. 

Note: Each gamemode has different maps tied to them, most of which take place on Dune’s main setting, Arrakis, however some maps take place on the industrial planet of Geidi Prime, the watery planet of Caladan, and eventually, once the third movie provides references, the maps of the planets subjected to the Jihad (holy war) will be included. Combatants during this era in Dune Part Three (Dune Messiah) will simply be a forced skin-change on your already customized unit when you load in. 

 

GAME MODES
Supremacy: 
First Map: The deep desert, Imperial Hutment, 
Second Map: Arakeen Palace or Sietch Tabr
Compete to capture command posts and whoever wins must ultimately capture the enemy base on a different map, if a side loses on the second map, they are pushed back to the first map where both sides fight there again, if instead a side wins on the second map, that side wins the game. 
Skirmish: 
The deep desert, Imperial Hutment, Arakeen Palace, Sietch Tabr, The South
Compete to capture a single large command post. 
Coop: All Maps
4 players team up with AI allies against AI opponents in a PvE experience to capture command points. Good gamemode for grinding and earning solaris and XP. Players can choose any faction or era 
Deathmatch: All Maps
Two sides fight to be the first with 100 kills. No heroes can be used. 10v10.
Spice Run: Arakeen, Deep desert, The South, Sietch Tabr
Focuses on a strategic balance between offense (stealing enemy cargo) and defense (protecting your own) to achieve victory within the time limit or by capturing all of the enemy's cargo. Whoever has more cargo wins. The cargo is a rucksack full of valuable spice. 10 minute matches. 10v10. 
Assassination: Arakeen Palace, Deep Desert, The South, Sietch Tabr
6v6. The attackers are pitted against the survivors in a hunter-vs-hunted scenario. The attackers are equipped only with a knife and have increased speed, visibility, and the rare chance of finding a stun grenade in hidden boxes around the map. The survivors have only pistols with one magazine of only 10 projectiles. The survivors have a rare chance of finding an extra magazine or a fire grenade in boxes. They have flashlights on their pistols during night maps, and laser sights during foggy daytime maps. No respawns, only open-world spectating. One of the six attackers is randomly chosen to be a face-dancer, who can disguise themselves as the survivors. 
Heroes vs. Villains 4v4: All Maps
Two teams of four players, one side Heroes, the other, villains, fight to eliminate each other. Both sides use the reinforcement system, 35 reinforcements (respawns) each.
Hero showdown 2v2: All Maps
2v2. The first team to win 3 rounds wins. After winning a round, the hero the winning player(s) used cannot be played again. *Harkonnen Arena has Picadors (barb-men) that close around the fighters*
5 minutes per round.
Server List: 
Contains a list of all servers, can be filtered to show certain gamemodes, server types, ping, how many players are in the servers, favorited servers. Puts you in queue when joining a full server. 

Note: Each map has an important background mechanic: Worm-territory and shield-block animations. Worm territory maps are outdoor maps that include open desert where worm special units can be spawned to destroy enemies, and upon unlocking a killstreak, thumpers can be placed to bring a worm that can swallow sections of desert whole, and orbital strikes can be placed on sections of desert to destroy. These can all be used to kill a great deal of enemies if used smartly. Certain units when not on the open desert have shield-blocking animations when blocking attacks, where a blue aura flashes around the body, and does not affect performance. 
MAPS:
Arrakis: Arakeen Palace,

  • Contains the main halls, situation room, royal bedrooms, paul v. feyd area (War room)

Arrakis: The Deep Desert, (Contains worm territory)

  • Contains dunes, rock outcrops, stilltents, cliffs, and an old ecological testing station

Arrakis: Sietch Tabr, (Contains worm territory)

  • Contains Sietch Tabr rooms, bird nests, water well, outside outcrop, and open desert

Arrakis: The south, (Contains worm territory)

  • Contains a section of the prayer cavern, dark sands, rock outcrops, etc.

Geidi Prime: Arena, 

  • Contains the Arena

Caladan: Castle Caladan

  • Contains the main halls, Paul’s room, the breakfast room, the library, the hangars

Arrakis: Imperial Hutment (Contains worm territory)

  • Contains the imperial throneroom, Imperial ship, and various sets of landed ships

Maps from Dune: Part Three TBA

CHARACTER UNITS:
The playables shown below would be regulars on the battlefields, meaning they cost no BP (battle-points) and may be used to rack up on BP to spend on special units which will be shown later. There are two regulars that have shared equipped abilities for both sides, the assault, and the officer. The only thing that differs for either side is the skins. The next two regulars are exclusives for either side,one side you have the Fedaykin warrior and support, and on the other you have the Sardaukar elite and demolitions.
So in essence:
Battle of Arrakeen Era:
Atreides standard units & Fedaykin exclusives VS. Harkonnen standard units & Sardaukar Exclusives
Desert War Era:
Fremen standard units & Fedaykin exclusives VS. Harkonnen standard units & Sardaukar Exclusives
Jihad Era:
Fremen standard units & Fedaykin exclusives VS. Landraad standard units & Landraad Exclusives

Standard Unit (Used by both sides) ASSAULT 
150 HP BD: 50 HP STM: 5 
Default right:  Pistol- 4 shots - 20 HP body shot, 60 HP headshot - 15 sec cooldown
Default left: Power Kick - 10 Sec cooldown 
Default Main: Warrior - Increased speed & regen 35 Sec duration- 25  Sec Cooldown 
Default Special: 10 killstreak unlock an artillery barrage placeable with binoculars
Default passive: Slow suspensor free-fall
Ability Card replacements:
Alt right: Weapon throw *rebounds with suspensor* 
Alt main: Flamethrower - 25 sec time - (x-ray, HP or DMG types) - 40 sec cooldown 
Alt left: Knock - 10 sec cooldown 
Alt Special: 7 killstreak unlock an ornithopter strafing
Alt Passive: 10 extra HP, but slower regen
Alt right: Impact grenade - 10 sec cooldown
Alt main: Suspensor charge - leap forward to tackle enemies - 10 sec cooldown
Alt left: Stun grenade - 10 sec cooldown
Alt Special: Stim - refills HP and STM in 5 seconds - 15 sec cooldown
Alt Passive: 5 extra BD

Standard Unit (Used by both sides) OFFICER 
150 HP BD: 50 HP STM: 5
Default right: Stun Grenade - 15 sec cooldown
Main Ability: Light Gun - 80BD bodyshot, 200BD headshot, 1 shot per 3 secs
Default left: Suspensor surge - Akin to a quick jetpack boost, Fly far forward - 10 sec cooldown
Default Special: 10 killstreak unlock an artillery barrage placeable with binoculars
Default Passive: Slow suspensor free-fall, suspensor jump 
Ability Card replacements:
Alt right: Binoculars - shows all enemy outlines & highlight one at a time to team for 10 sec
Alt left: Gas Grenade - obscures from view, outlines nearby enemies - 30 sec cooldown
Alt Main: Pistol, 30 BD bodyshot, 70 BD headshot, 1 shot per 1 sec, 
Alt Special: Hunter Seeker - A scout and assasination drone - 5 sec duration 35 sec cooldown
Alt Passive: Faster rate of fire, Improved handling, Extra shots, but only 2 STM
Alt right: Placeable cover barrier - 20 sec cooldown
Alt left: Power Kick - 10 Sec cooldown 
Alt Main: Sniper- 120BD bodyshot, 200BD headshot, 1 shot per 10 secs, shields reflect BD
Alt Special: 7 killstreak unlock an ornithopter strafing
Alt Passive: 10 extra HP, but slower regen

It is well known that it wouldn’t be Dune without the Fremen being allied with the Atreides and Imperial Sardaukar aiding the Harkonnen. So I’ve added two exclusive Fedaykin, and two exclusive Sardaukar. They both have unique abilities that cannot be shared by either side like the previous classes. 
Exclusive Fremen units on the Atreides/Fremen side:

FEDAYKIN WARRIOR  
140 HP BD: 50 HP STM: 6 *fast regen*
Default right: Maula pistol - 5 shots - 20 HP body shot, 60 HP headshot - 20 sec cooldown
Default left: Reinforced Stilltent - Place a protective barrier, slowly heals health, x-ray, 40 sec cooldown 
Default Main: Submerge - Hide beneath sand, hides from scanner, emerge with jump - 7 sec cooldown
Default Special: 10 player Killstreak, unlock a throwable thumper to call in a worm
Default Passive: 15% speed boost on sand
Ability Card replacements:
Alt Right: Takedown - knocking spin-kick - 10 sec cooldown
Alt Left: Charge - Speedy charge and tackle - 10 sec cooldown
Alt Main: Killer - 10% more DMG for personal and nearby allied players - 35 sec duration
Alt Special: 3 Player killstreak, gain 20+ HP
Alt Passive: 10+ HP on sand
Alt Right: Impact grenade - 10 sec cooldown
Alt Left: Stun grenade - 10 sec cooldown
Alt Main: Reinforced armor - 12.5% health back permanently 
Alt Special: 3 Player killstreak, gain 1+ STM
Alt Passive: 1+ STM on sand

FEDAYKIN SUPPORT
160 HP BD: 50 HP STM: 5 slow regen
Default right: SRPG launcher - 30 sec cooldown
Default left: Tackle - run forward, knocks enemy, 10 second cooldown
Default Main: Submerge - Hide beneath sand, hides from scanner, emerge with jump - 7 sec cooldown
Default Special: After a 10 player Killstreak, unlock a throwable thumper to call in a worm
Default Passive: 15% speed boost on sand
Ability Card replacements:
Alt Right: Anti-materiel Gun - 30 sec cooldown
Alt Left: Charge - Speedy charge and tackle - 10 sec cooldown
Alt Main: Killer - 10% more DMG for personal and nearby allied players - 35 sec duration
Alt Special: 3 Player killstreak, gain 10+ HP
Alt Passive: 10+ HP on sand
Alt Right: Impact grenade - 10 sec cooldown
Alt Left: Stun grenade - 10 sec cooldown
Alt Main: Reinforced armor - 12.5% health back permanently 
Alt Special: 3 Player killstreak, gain 1+ STM
Alt Passive: 1+ STM on sand

Exclusive Imperial Sardaukar units on the Harkonnen side: 

SARDAUKAR ELITE 
140 HP BD: 50 HP STM: 6 *fast regen*
Default right: Pistol - 5 shots, 20 HP body shot, 60 HP headshot - 20 sec cooldown
Default left: Suspensor Boost: Transverse vertically in direction of movement - 10 sec cooldown
Default Main: Morale - Plants Imperial flag, causing a radius of HP buff - 10 sec cooldown
Default Special: 10 killstreak unlock an artillery barrage placeable with binoculars
Default Passive: Slow suspensor free-fall
Ability Card replacements:
Alt Right: Wrist needles - 10 shots, 10 HP bodyshot, 40 HP headshot - 20 sec cooldown
Alt Left: Suspensor dash: transverse horizontally in direction of movement - 10 sec cooldown
Alt Main: Morale - Plants Imperial flag, causing a radius of BD buff - 10 sec cooldown
Alt Special: 5 killstreak unlock ornithopter strafing
Alt Passive: 10+ HP on sand
Alt Right: Lasgun sidearm - 2 shots, 100 HP bodyshot, 200 HP headshot
Alt Left: Sword charge- run forward to knock enemies - 10 sec cooldown
Alt Main: Morale - Plants Imperial flag, causing a radius of STM buff - 10 sec cooldown
Alt Special: 3 killstreak gain 10+ HP
Alt Passive: 1+ STM on sand

SARDAUKAR DEMOLITIONS
160 HP BD: 50 HP STM: 5 slow regen
Default right: Lasgun cutter - cuts through objects, 50BD per second, 20 sec duration - 40 sec cooldown
Default left: Tackle - run forward, knocks enemy, 10 second cooldown
Default Main: Thermal imploder - 15 sec cooldown
Default Special: 10 killstreak unlock an artillery barrage placeable with binoculars
Default Passive: Slow suspensor free-fall
Ability Card replacements:
Alt Right: SRPG launcher - 30 sec cooldown
Alt Left: gas grenade - Obscures view, poisons enemies, x-ray - 10 sec cooldown
Alt Main: Killer - 10% more DMG for personal and nearby allied players - 35 sec duration
Alt Special: 3 Player killstreak, gain 10+ HP
Alt Passive: 10+ HP on sand
Alt Right: Impact grenade - 10 sec cooldown
Alt Left: Stun grenade - 10 sec cooldown
Alt Main: Reinforced armor - 12.5% health back permanently 
Alt Special: 3 Player killstreak, gain 1+ STM
Alt Passive: 1+ STM on sand

Below shows the special units. Special units are typically stronger units, with unique, yet uncustomizable abilities, but they still have ABILITY CARDS that can buff them in various ways. Whether your special unit is an ornithopter, swordmaster, or a hero like Paul Atreides, they can assist your allies in dominance over the battlefield:
SPECIAL UNITS:

ORNITHOPTER PILOT (Both sides) (only certain maps) 200 BP
900 HP unhealable 30 BD 300 SHIELD healable after 6 sec
Right: Missile - 500 DMG *dogeable* 15 Sec Cooldown 
Main: Rocket Strafe - Projectiles explode near target, causing splash damage -
25 sec cooldown - 10 sec duration
left: Repair - Heals 25% of ship health 30 second cooldown
Special: 10 killstreak unlock an artillery barrage placeable with binoculars
Passive: Slow suspensor free-fall when bailing (bail as assault class)

AERIAL 1,500 BP
200 HP BD: 50 hp STM: 4 *slow regen*
right: Suspensor dash: quickly transverse in direction of movement - 10 sec cooldown
left: Suspensor Boost: Transverse vertically in direction of movement - 10 sec cooldown
Main: SRPG launcher - suspensor-rocket-propelled-grenade - 35 sec cooldown
Special: After a 15 player Killstreak, unlock a throwable thumper to call in a worm
Passive: Slow suspensor free-fall

ASSASSIN (Both sides) 2,000 BP
250 HP BD: 65 HP STM: 6 *slow regen*
Right: Poison Dart -  gun 10 shot - 50 HP body shot, 100 HP headshot - 25 sec cooldown
Left: Poison grenade - 10 hp taken per second  - 15 sec cooldown
Main: Killer - 10% more DMG for personal and nearby allied players - 35 sec duration
Special: After a 15 player Killstreak, unlock a throwable thumper to call in a worm
Passive: Slow suspensor free-fall

SWORDMASTER (Both sides) 2,000 BP
250 HP BD: 75 HP STM: 7 *slow regen*
Right: Dual throw *throws both weapons, rebounds*  - 150 DMG if both hit - 15 sec cooldown
Left: Pommel strike - 2 second stun, 50 DMG - 20 sec cooldown
Main: Suspensor Boost: Dash forward, knocks enemies - 5 sec duration - 25 sec cooldown
Special: After a 15 player Killstreak, unlock a throwable thumper to call in a worm
Passive: Slow suspensor free-fall

FEDAYKIN DESERT EXCLUSIVE SPECIAL UNIT:

SHAI-HULUD (only certain maps) 3,000 BP 500 SEC max play time
150 HP rider 1,000 HP worm *only rideable on open desert*
Able to dismount off the side as a Fedaykin Specialist
Right: SRPGs - Passengers auto shoot SRPGs at thopters - 20 sec duration 20 sec cooldown
Main: Vibration - Shows enemy outlines -  10 sec duration 15 sec cooldown
Left: Heal - Heals rider back to base health - 30 sec cooldown
(death if rider is sniped or stabbed by someone flying on top of the worm)

HARKONNEN DESERT EXCLUSIVE SPECIAL UNIT:

ORNITHOPTER GUNNER 2,000 BP
1000 HP unhealable with time 30 BD 300 SHIELD healable after 4 sec
RT Trigger for speed, LT Trigger to slow, 500 SEC max play time
Right: SRPGS - Passenger ai auto shoot at enemy thopters, 20 sec duration 30 sec cooldown
Main: Scanner - Shows enemy outlines 20 sec duration 30 sec cooldown
Left: Heal - Heals ship back to base health - 25 sec cooldown
(death if rider is sniped *very hard to do*)
Special: 10 killstreak unlock an artillery barrage placeable with binoculars
Passive: Slow suspensor free-fall when bailing
   
HEROES 
Heroes are playables which are stronger and more dangerous than your average special unit or standard unit. They are all based on characters from the movie, including pre-redemption Jinn Riaz from the campaign concept, similarly to Iden Versio on the villains side in Battlefront 2. 
Paul ‘Maud’dib’ Atreides | Feyd Rautha Harkonnen
Gurney Halleck | Glossu Rabban Harkonnen
Duncan Idaho | Sardaukar Bashar Commander
Chani ‘Sihaya’ Kynes | Jinn Riaz (Campaign)
Naib Stilgar | Unknown
Saint Alia Atreides TBA | Scytale TBA
Note: Stilgar, Jessica, Lanville, and Jamis are possible extra heroes.
Mohaim, Irulan, and Piter could be possible opposing heroes but they don’t fight as much.

PROTAGANIST HEROES:

Paul: Skins: Emperor, Outcast, Stillsuit, Hooded,  Exquisite pajamas, Ceremonial, Trenchcoat
750 HP      BD: 130          STM: 16 strikes *fast regen*
Right: Prescience- x-ray, Increases defense & every attack knocks 
(10 sec cooldown) (1.5 sec activation animation) (5 sec duration)
Left: Sacrifice- 20% more damage taken, 40% more damage dealt, slight health boost
(20 secs cooldown) (6 secs duration)
Main: Weirding Way- autotrack increased attack rate / frenzy
 (35 secs cooldown) (4 seconds duration)
Special: after 10 kills gain a throwable thumper to call in a worm 

Gurney: Skins: Standard Issue, Atreides Armor, Stillsuit, Spice Runner, Fremen armor
HP: 800 BD: 130 STM: 14 *base regen*
Left: Furious throw - Knife throw *rebound with repulsor*
 (9 secs cooldown)
Right: Warrior Strike- knocking punch 
(20 secs cooldown)  
Main: Reinforced armor - 12.5% health back permanently 
(35 sec cooldown) (1 sec to activate)
Passive: Slow suspensor free-fall, suspensor jump
Special: 10 killstreak unlock an artillery barrage placeable with binoculars

Duncan: Skins: Pilot, Stillsuit, Exquisite pajamas, Hayt, 
HP: 800 BD: 130 STM: 12 *base regen* 
Right: Swordmaster-  High speed attack style with immense damage boost
(35 second cooldown) (7 second duration) (1 sec to activate) 
Left: Suspensor Kick - dash forward and kick; knocks enemies
(30 sec cooldown) 
Main: Invincible - temporarily gain 25% of your max health back 
(Cooldown 40 seconds) (Duration 18 seconds)
Passive: Slow suspensor free-fall, suspensor jump
Special: 10 killstreak unlock an artillery barrage placeable with binoculars

Chani: Skins: Stillsuit, Sihaya, Fremen Armor, Concubine
750 HP      BD: 100          STM: 16 *fast regen*
Right: SRPG - Unblockable explosive 150 DMG
(30 secs cooldown)
Left: Takedown - knocking spin-kick
(20 secs cooldown)
Main: Fighter - X-ray, 10% increased damage 
(40 secs cooldown)(8 second duration)
Passive: Sihaya- When fighting alongside Paul, both gain 10% increased health *passive*

Stilgar: Skins: Stillsuit, Turban, Sandrider armor, Jihad
800 HP BD: 100 STM: 16 *base*
Right: Stealth - X-ray, no footstep sounds, Increased sprint
(40 secs cooldown)(25 sec duration)
Main: Faith - temporarily gain 25% of your personal and allied health back
(25 secs cooldown) (15 sec duration)
Left: Power Kick - Penetrates block
(30 secs cooldown)
Special: after 10 kills gain a throwable thumper to call in a worm *only in desert map*

Alia: Skins: Stillsuit, Ceremonial
750 HP      BD: 120          STM: 16 *fast regen*
Right: Charge - 10 needle shot 
(30 secs cooldown)
Left: The Voice - Disorients opponents, left=right, up=down, forward=back, vice versa
(20 secs cooldown) (4 second duration)
Main: Prescience - X-ray, 10% increased damage,
(40 secs cooldown)(8 second duration)

ANTAGONIST HEROES:

Feyd: Skins: Arena, Armored, Caped, Shirtless, Ceremonial
750 HP      BD: 100          STM: 16 strikes *fast regen*
Right: Takedown - sweep and takedown that knocks enemy
(25 seconds)
Left: Heir - 20% increased health temporarily 
(35 sec cooldown) (20 sec duration)
Main: Unhindered Rage- autotrack increased attack rate / frenzy
 (35 secs cooldown) (4 seconds duration)
Special: Masochism- Gains 5% damage boost for every 100 HP taken *is alleviated when healed*

Rabban: Skins: Armor, Ceremonial
HP: 800 BD: 130 STM: 14 *base regen*
Left: Cruel charge- a heavy attack that deals 150 damage, penetrates block
(30 sec cooldown)
Right: Rabbans Whip- knocks enemies 
(25 sec cooldown)  
Main: Reinforced armor- 12.5% health back permanently 
(37 sec cooldown)
Special: 10 killstreak unlock an ornithopter rocket strafing placeable with binoculars

Bashar: Skins: Salusa Secundus, Arrakis, Helmeted
HP: 800 BD: 130 STM: 14 *base regen* 
Left: Imperial royalty- refills personal and allied stamina; refills personal health by 10%
(35 second cooldown) (1 sec to activate) "SARDAUKAR!"
Right: Sword charge- run forward to knock enemies
(25 sec cooldown) (5 second duration) in a 
Main: Wrist needle- 10 needle shot 
(30 secs cooldown)

Scytale: Skins: Tleilaxu robes, Advanced Stillsuit
750 HP      BD: 100          STM: 16 *fast regen*
Right: Wrist needles - 10 needle shot 
(30 secs cooldown)
Left: Takedown - knocking spin-kick
(20 secs cooldown)
Main: Intellect - X-ray, 10% increased damage,
(40 secs cooldown)(8 second duration)
Special: Facedancer - Select any one of your opponent’s abilities to copy
(cooldown varies)

The rules on lore posting are very vague and conflicting, if the following campaign idea offends you, stop reading here. I am working on a separate screenplay for campaign. The following is merely a rough draft:

Campaign

Premise: After the change of fief, Jinn Riaz, an Atreides soldier, working as an imperial assassin-for-hire, schemes with the Harkonnen to aid in the extermination of House Atreides.

Background info:
Jinn Riaz (Atreides alias Rayne Malik), indoctrinated and trained by a sardaukar father, lived on Selusa Secundus during her childhood before becoming an assassin-for-hire  loyal to house Corrino's interests. Her father rather’d her be an agent than a wife for breeding more sardaukar. 

CALADAN
As part of a multi-year-long strategy to gain intelligence about the Atreides, Jinn was sent to enlist as an Atreides soldier on Caladan before volunteering to be part of the advance team to secure Arakeen from the Harkonnen. During her time on Caladan she became close with a particular Atreides contact, Elias Cage, a fellow soldier. They went through basic & pilot training together, technical school, and eventually both became special operations recruits a year before the change. They work closely with Leo Ross, Oliver Prater, and Cal Trost, side characters who are executed during the harkonnen invasion. Jinn views the change ceremony and is briefed by Lanville directly after. 

ARRAKIS
 On Arrakis, Jinn gains favor among the Atreides officers after proving superior combat and piloting skill against remaining fanatical Harkonnen when securing Arrakis. She is swiftly promoted to captain. She is trusted as a security officer by Thufir Hawat’s judgement after pushing back a wave of arakeen rioters radicalized against new leadership (or oppressors?) She plans to blame other officers or hawat after setting up several administrative “failures”, such as improper palace inspection, letting faulty equipment slide, and decreasing security details around key areas. When the rest of the Atreides arrive on Arrakis, Jinn aids Dr. Wellington Yueh in the fateful Harkonnen operation. She kills several Atreides in stealth missions to disable as many ground and anti-air defenses as she can. When the Harkonnen descend, Riaz captures several Atreides, and participates in the extermination. Upon seeing Elias, her friend, on his knees in a group of captive Atreides while they are being executed one by one, Jinn sneaks closer, feeling great conflict in her mission to exterminate the Atreides because she doesn't want him to die. Leo Ross, Oliver Prater, and Cal Trost die. Saving Elias would mean being exposed as a traitor. Nevertheless, as Captain Provost Kudu slays the Atreides, he begins taunting them one by one before decapitating them. Jinn swoops in, kills a few harkonnen, unbinds Elias, and Kudu commands his men to kill her while Elias jumpstarts an ornithopter. The harkonnen are slayed by Jinn as she defends the Ornithopter while Kudu watches and shouts abuse at her, calling her a traitor. 

THE DESERT
Finally, the ornithopter is ready to fly, and Elias and Jinn retreat into the desert. Jinn and Elias contemplate what to do next. Jinn and Elias fight many other thopters. Jinn wants to escape offworld, but Elias wants to stay for revenge. Jinn stays with Elias. They face intense thirst on Arrakis, as well as worms and Harkonnen squads. Finally, they come across the Fremen at the entrance of Sietch Tabr, and the Fremen run to kill them after negotiation proves futile. The fremen realize how powerless they are to the two Atreides, and they've already gotten the water from their own 2 dead, so they spare Jinn and Elias, and embrace them as warriors. They are taken to Sietch Tabr, where they are looked at with pity by the natives. 

FREMEN
Jinn expresses doubt of their plan. Months later, as they learn the ways of the fremen, Jinn and Elias move out to ambush a harkonnen dropship squad, and attack a smuggler harvester. Back at the sietch, Jinn reveals everything to Elias. A lot of emotions are thrown around, Jinn cries, hugs Elias, and thanks him for forgiving her. Next mission, they hitch a ride on the great sandworm, and learn proper rider technique. Then they go on a harvester attack mission, killing harkonnen on the ground and destroying 2 ornithopters. Captain Kudu receives a threat from Rabban. Then, they go on another harvester mission where they destroy a harvester with a worm after shooting down the carryall with SRPGs. Elias and Jinn return home, and Elias reveals his secret feelings for Jinn, and they end up sleeping together.

TRAGEDY
 The next morning, they are violently awoken by Harkonnen artillery, they narrowly escape as the sietch begins to collapse. Upon escaping, Elias is stabbed by Captain Kudu, and Jinn brutally fights a Harkonnen squad, killing dozens. Eventually she holds his dying body, and gains a new hatred of her former employers. Some more Harkonnen land on the outcrop as the sun rises. She kills more in a fury, and sees Captain Kudu escaping. Without Jinn, the Harkonnen would have taken Sietch Tabr sooner while the Artillery went to reload. 

JIHAD
Eventually, she gains her Fremen name: Rayne “Fida’i” (My redemption) Malik, with her Sietch name being “Asah” (grief). She participates in the mass Fremen attack against the Harkonnen and Sardaukar. She kills Sardaukar during the assault on the hutment, and kills harkonnen with Gurney at Arakeen. Then she joins the Jihad. 

… END


r/gameideas • • 2d ago

Basic Idea Game idea based of show called cyberpunk edgrunners

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r/gameideas • • 2d ago

Basic Idea why AB2's skill-gated progression feels fair vs CoC's wallet-gated loop

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r/gameideas • • 3d ago

Basic Idea Someone put the Nemesis System in Arkham City and Arkham Knight like was planned for the Batman Begins game

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