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.

thumbnail


r/gameideas • • 1h ago

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

• 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 • • 2h ago

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

1 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 • • 3h 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 • • 7h ago

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

Thumbnail
1 Upvotes

r/gameideas • • 13h ago

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

Thumbnail
2 Upvotes

r/gameideas • • 14h 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 • • 15h 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 • • 16h ago

Basic Idea [ Removed by Reddit ]

1 Upvotes

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


r/gameideas • • 20h ago

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

2 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 • • 19h 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 • • 1d 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.

2 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 • • 21h ago

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

Thumbnail
1 Upvotes

r/gameideas • • 13h 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 • • 1d 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


r/gameideas • • 1d ago

Basic Idea North korean friendslop game where you run a farm with friends

0 Upvotes

I've had an idea about a game where you're running a farm in north korea with friends, you have a quota to meet, but you can sell surplus on the black market, and also find stuff to buy to improve your farm.

What is sold at the black market could be randomized so there are different ways to upgrade the farm without it becoming too repetitive

It could be upgrades like better farm equipment and such, after that you could buy a deal with the state to let you employ npcs and keep the farm growing

Later you could end up owning a factory, negotiating deals with the state etc.

Basically it would be an incremental friendslop game with a north korean setting based on the black markets. I wouldn't make it political at all, just find the setting interesting.

So basically about going from poor to rich but in North Korea

Just an idea I had for a while, not decided how the exact gameplay should be implemented, but if done right I think it could be fun, especially since North Korea is a unique setting

I genuinly dont know what more to write it says I need 1000 characters but this it. Rule is a bit crazy

What do you guys think? would it be worth it? I'm already working on 3 games tho maybe I should finish them first


r/gameideas • • 23h ago

Basic Idea Anyone thought of using AI to build something like the old Facebook Restaurant City?

0 Upvotes

Anyone still remember Restaurant City, the old Facebook game? I really miss that game. With AI helping with coding and creating game assets nowadays, just wondering whether anyone has tried building something similar.

But instead of just bringing back the same gameplay, what if each player could connect their own AI model and write a personalised prompt to manage their restaurant?

You could give your AI instructions on how to run the business. For example, focus on cheap food and more customers, sell premium dishes with higher margins, or spend more on staff and service to keep customers happy.

Then let the AI make decisions on menu pricing, ingredients, staffing, upgrades and spending. Players could adjust their prompts along the way based on how their restaurant performs.

The interesting part is that even people using the same AI model might get very different results because of their prompts. Someone with a cheaper model and a good strategy might even beat someone using a more expensive model 😂

There could be a leaderboard or seasonal competition. Everyone starts with the same budget and faces similar business conditions, like ingredient prices going up, staff shortages or changes in customer demand. The ranking could consider profit, customer satisfaction and whether the restaurant can survive long term.

If the community gets big enough, maybe sponsors could fund prizes for the top players. Or take it further—the best players could get sponsorship, mentorship or some funding to test their business ideas through a small food stall or pop-up. Winning a game obviously doesn’t mean you can run a real restaurant, but it could be an interesting starting point.

Basically, a fun restaurant game where people can also experiment with AI models, prompts and business strategies.

Would you play something like this? And how difficult would it be to build?


r/gameideas • • 1d ago

Meta The indie gaming industry has always been pretty bleak for elves fans

0 Upvotes

I saw many people online asking game developpers if they could consider adding elves or asking if their games had some already, I was surprised by this so I talked to these people and they said there are no indie games centered on elves, after a few days of research I saw they are right.

It truly boggles the mind an extremely popular fantasy race like elves have no games on them, at all. You can find hundreds for vampires, goblins, dwarfs,... But nothing for elves as they probably have the most potential for video games on them. It's actually very disappointing that elves are mostly in big games like dragon age, warcraft, baldurs gate but when you look at the indie market there is nothing at all...

Also since the people who would start making those would have no competition and would fill in a huge demand, why is no one jumping in on the occasion? I can't really make sense of that and I'm sad it will probably never change, wherever I go I see people asking for elves, sharing ideas and more but it seems nobody is going to change that...


r/gameideas • • 1d ago

Complex Idea Free Game idea: a moba-style game focused on stealing from the city palace

Thumbnail
0 Upvotes

r/gameideas • • 1d ago

Basic Idea Black_void: The Shadows Arc — A Dark Fantasy Game Concept

0 Upvotes

### Title

**Black_void: The Shadows Arc — A Dark Fantasy Game Concept**

Post

Hi everyone!

I'd like to share an original video game concept and hear your honest opinions about it.

**Black_void: The Shadows Arc** is a dark fantasy action game concept focused on challenging combat, intelligent enemies, and immersive boss fights.

The main idea is to create a world where combat is not just about dealing damage, but also about reading enemy movements, making tactical decisions, and reacting to dangerous attacks.

**Key Features:**

* **Skill-Based Combat:** Players must learn enemy attack patterns and react at the right moment. * **Intelligent Enemies:** Enemies use different tactics instead of simply attacking the player repeatedly. * **Challenging Boss Fights:** Bosses have unique abilities, recognizable attack patterns, and punish careless mistakes. * **Dark Fantasy Atmosphere:** A mysterious world filled with dangerous creatures and powerful enemies. * **Player Creativity:** A skill system that allows players to create and customize their own abilities.

My goal is to explore how these elements could work together to create a challenging and memorable gaming experience.

I'm sharing the concept to get feedback, not advertising a finished game.

**I'd appreciate honest feedback:**

  1. Does this concept sound interesting to you?
  2. Which feature do you find the most appealing?
  3. What would you change or improve?
  4. What would make this concept stand out from other dark fantasy games?

Thank you for reading! I'd love to hear your thoughts.


r/gameideas • • 1d ago

Basic Idea Conquest Fusion: a 4X game where conquering a different faction town lets you create a hybrid unit that blends your base faction’s identity with the one you captured.

1 Upvotes

In a typical 4X strategy game, each faction has its own distinctive units, buildings, and technology tree. As players explore, expand, and conquer territory, they eventually capture settlements belonging to other factions and gain access to their units.

But what if ... capturing a rival faction allows you to develop hybrid units based on the combination of your original faction and the different faction you conquered. And each hybrid combined with another hybrid will get you the next tier of hybirds

For example, a Might faction that captures a Magic settlement can develop Mystic Monks, warriors who combine physical prowess with spiritual discipline. However, a Magic faction that captures a Might settlement develops Spellblades, magical warriors who use martial weapons and combat magic.

Although both players acquired the same two faction types, their original identities produce different hybrid units. Base factions I currently think of are: Might, Magic, Science, Nature, Demon, Undead, Divine.

A major concern is the amount of units. If every faction has a large roster (5 to 10 units), technology tree, and collection of buildings, creating a hybrid new faction with new sets of units for every possible combination would multiply the workload. To prevent this, I believe base faction and hybrid faction will deliberately have limited roster.

Each faction and their hybrid will provide:

  • One fast-production unit: Relatively inexpensive and weaker individually, but quick to recruit and suitable for building numbers.
  • One slow-production unit: More powerful, more expensive, and slower to recruit, providing a stronger specialized option.
  • A limited technology tree: A small number of upgrades that improve the hybrid units or resource and building management.

This gives each combination a recognizable identity without requiring the development of a complete faction.

That way you are encouraged to cap more factions with resources you have.


r/gameideas • • 1d ago

Advanced Idea Project Aviation Empire - A Systems-Driven Airline & Airport Logistics Management Sandbox

1 Upvotes

Overview

Genre: Systems-Dynamics Simulation / Logistics & Economic Strategy Sandbox

Perspective: 3D Operational Airport view and possible switching between 2D and 3D (as seen in latest Kingmakers trailer? TBD)

Core Philosophy: Built around three core systems-thinking pillars:

Your World Determines Your Opportunities: City economies, local/transit travel demand, and global shocks dictate market potential.

Your Assets Determine Your Capabilities: Rigid physical constraints (MTOW vs. MZFW tradeoffs, runway lengths, fleet ranges) dictate operational limits.

Your Gameplay Determines Your Performance: Ground handling bottlenecks, turnarounds, customs compliance, and scheduling wave optimization dictate profitability.

Key Mechanics: Chaotic wave-modulated travel demand, fog-of-war route demand, realistic payload-range trade-offs (fuel vs. passenger vs. ULD cargo), wet/dry leasing, and progressive complexity disclosures

Gameplay

In Project Aviation Empire, you are not managing a hand-wavy "model airplane" empire where any route guarantees free money. Instead, you are managing real-world aviation logistics and system trade-offs.

The Core Loop:

  1. Market Surveying & Research: Analyze origin/destination market demand powered by local city economies and transit hubs. Routes initially present high uncertainty ("Fog of War") until surveyed and flown.
  2. Fleet Procurement & Capability Matching: Select aircraft variants based on tight constraints. Evaluate whether to buy, wet lease (includes maintenance, high operational cost), or dry lease (cheaper, requires local asset investment)
  3. Payload & Range Optimization: Balance fuel vs. payload. Carrying full passenger loads and ULD belly cargo on an A321XLR means trading off cargo weight or taking a fuel penalty near MTOW limits.
  4. Turnaround & Hub Wave Scheduling: Coordinate flight arrival/departure banks to maximize transit connectivity while managing ground service equipment (pushback tugs, belt loaders, high-loaders, customs clearing delays, and taxiway gate bottlenecks).
  5. Progressive Mastery: Operating routes and accumulating fleet flight hours clears demand uncertainty and progressively unlocks deep telemetry data (exact fuel burn curves, C-check maintenance cycle costs, and asset residual value decay).

Mechanics

  • Dynamic Demand & Organic Economics: Demand isn't static or guaranteed, the system uses economic models and wave-modulated chaos engines. Thin margins mean improper seat configurations or flying widebodies out of secondary markets will burn cash fast. One cannot fly a narrowbody aircraft from Italy to India and make money from the get go.
  • Payload-Range: Accurate modeling of Maximum Takeoff Weight (MTOW), Zero Fuel Weight (MZFW), and Landing Weight. Heavy passenger baggage and ULD belly freight directly compete with fuel capacity on long-haul legs.
  • Fog-of-War Route Demand: Un-flown routes don't show exact revenue potential. Demand is masked (???) and only reveals its verified figures as your airline builds flight frequencies and market experience.
  • Ground Ops Contention & Slot Constraints: Flight turnarounds aren't instantaneous. Gate availability, ramp equipment placement, taxiway congestion, and customs clearance accuracy directly affect turnaround times and airline trust/satisfaction scores.
  • Fuel and electricity are tied to real markets: Fuel and electricity prices are or may be linked to real world markets which can make managing fuel economics hard at times.

Wet vs. Dry Leasing & Delivery Bottlenecks:

  • Dry Lease: Lower recurring cost, but requires your own crew, ground contracts, and maintenance reserves.
  • Wet Lease: Rapid deployment for peak seasons, but heavy daily operational burn.
  • Manufacturer Delivery Delays: New aircraft orders feature lead times and delivery slot waitlists, encouraging strategic fleet planning.

Setting / Lore

A contemporary, hyper-competitive global aviation ecosystem. Legacy network carriers dominate slot-restricted megahubs, while aggressive low-cost carriers (LCCs) and hybrid freight operators battle over secondary markets. You start as an ambitious aviation entrepreneur with limited capital, working from an empty airport to carve out a profitable niche in a low-margin, high-stakes industry.

Why This Concept Stands Out

Unlike traditional airline games where flying any plane between any two cities prints infinite money, Project Aviation Empire respects the brutal reality of airline economics. You don't get magical complete transparency; you deal with estimates, market risks, physical weight limits, airport slots, and ground bottlenecks.

P.S Would it be a fun method to add customisable to an otherwise real airlines liveries only? But that has its own problems with licensing.


r/gameideas • • 1d ago

Basic Idea Marvel Bullet Heaven game, im surprised nobody made this yet.

0 Upvotes

I'm quite surprised nobody is making a Marvel Survivor / bullet-heaven game yet while they keep making games like turn based, card games, and moba fps.

Ok so, Starting base heroes:

  • Iron Man (tech)
  • Gamora (skill)
  • Storm (mutant)
  • Spider-Man (bio)
  • Doctor Strange (mystic)

Four stages: City, Global, Space, and Cosmic. Each stage has random villain bosses related to its theme, like Tombstone for City, Killmonger for Global, Ronan for Space, and Dormammu for Cosmic. Boss spawn rates depend on your character's known villains and nemeses. Defeat them to earn random character shards, which you can use to unlock new heroes or villains once you collect enough.

Like any bullet-heaven game, each hero has their own signature powers, alongside generic power-ups you can mix and match every time you level up.

Each stage also has a random hero or villain you can find and recruit. Keep them alive for bonuses (depending on their tags ie gun nut, martial artist, etc etc), and the more teammates you have, the bigger the bonuses. Complete teams like the Avengers or Guardians of the Galaxy give you extra kick-ass bonuses. You can have up to four teammates,

DLC packs could offer quick unlocks for complete teams, like Captain America, Hulk, Black Widow, Thor, and Hawkeye for the Avengers, or Star-Lord, Groot, Rocket, and Drax for the Guardians of the Galaxy. and certain character has tags that can belong to multiple teams. For example Thor has GoTG, Avengers, and Asgardian tag so he can give bonus to any matching tags. Cosmetic skin packs are available too.

With Marvel's massive roster and more characters being introduced in the MCU, the possibilities for crazy power combos and team-ups are endless.


r/gameideas • • 2d ago

Advanced Idea [Concept/Pitch] "The Echo Loop" – Sci-Fi / Cosmic Horror / Psychological Thriller

0 Upvotes

**Genre:** Sci-Fi / Cosmic Horror / Psychological Thriller **Format:** Narrative Pitch / Concept Design Document

Story Synopsis:

  1. **Instant Swap:** A spaceship pilot miscalculates his flight trajectory by a single millimeter and accidentally flies straight into a black hole. At the exact same millisecond, a mirror swap occurs: an exact clone from a parallel world enters his own black hole. They swap places seamlessly. Both exit on the other side and return "home," completely unaware they have crossed into each other's reality.

  2. **Glitches & Paranoia:** * **The First Pilot:** Begins noticing terrifying anomalies — his family acts differently, laws of physics seem altered, and a search for his country's known leader returns: *"Your search did not match any documents."* He realizes the world is fake, remembers the black hole, and understands it wasn't an illusion. * **The Second Pilot (The Clone):** Dismisses all minor discrepancies as tiredness, stress, or simple brain fog. He stays calm, assumes he is back in his normal home, investigates nothing, and simply goes on with his life.

  3. **Simulation Crash (Breaking the Script):** To test the fake world, the first pilot takes an extreme step. He grabs a sharp object and attempts to attack his wife. However, the simulation code strictly dictated that this man could never commit such an act. The second the blade touches her skin, the universe **freezes**. Time stops completely. Because the system breaks, the second pilot's universe — who was unsuspectingly going about his day — freezes at the exact same moment. The simulation fails to compute the error and begins collapsing rapidly in both realities.

  4. **The Erasure & The Endless Loop:** As the frozen simulations disintegrate, both pilots simultaneously undergo a painful, complete deletion from the system. Once their worlds reach absolute zero, the system executes a hard reset. Both are reborn as infants in their respective hospital rooms, crying at birth, with a hidden 50-year timer set until the inevitable collapse repeats itself.


**Note for Buyers / Game Developers / Studios:** This is a brief teaser concept designed to introduce the core premise. The full version contains significantly more plot twists, detailed character dialogues, and expanded simulation mechanics.

I am available for hire as a Narrative Designer / Writer to adapt this concept, expand the lore, or custom-tailor full dialogues for your video game, short film, or YouTube project. Feel free to DM me here on Reddit!