r/gameideas • • 22h ago

Advanced Idea I got kicked out of high school years ago, and I’m turning my nostalgic memories of dodging SLT into a game concept.

1 Upvotes

Hey everyone,

I’m from the UK, and I got kicked out of school in Year 10. To this day, I still get weirdly nostalgic about the absolute adrenaline rush of running away, hiding from the Senior Leadership Team (SLT), and trying to sneak off campus.

I’ve been brainstorming an indie game concept that captures that exact chaotic, high-stakes energy. I wanted it to feel like a blend of a hardcore stealth roguelite and a Telltale game, viewed entirely through a gritty photorealistic bodycam perspective, built with 1–4 player co-op and global leaderboards so you can pull off breakouts with your mates!

Curious what you guys think of the pitch:

The Vibe & Perspective:

Bodycam View: Ultra-realistic, slight camera shake, and zero on-screen mini-maps or health bars. You survive entirely on audio cues (squeaky shoes on linoleum, walkie-talkie static crackling down the corridor, heavy breathing when stamina is low) and visual line-of-sight.

UK School Setting:
Scuffed fire doors, dreary fluorescent lights, rainy football pitches, blue blazers, and cramped stairwells.

Core Gameplay: Run or Charm?

Teacher encounters split into two completely different tactical loops depending on who catches you:

1. Male Teachers / SLT (Pure Stealth & Chases):

High-threat, fast-moving physical obstacles. Spotting triggers high-heat chases. You'll need to throw noise distractions, duck into lockers, or sprint for an exit.

2. Female Teachers (Telltale-Style Dialogue):

When caught by female staff, the game snaps into a tense, timed dialogue prompt. Instead of running, you can try to lie, flatter, or charm your way out of trouble—buying precious time for your teammates to escape!

The RPG Triad (Brains, Brawn, Charisma)
Your squad can specialize to build the ultimate escape team:

🧠 Brains (The Ghost & Scavenger):

Focuses on stealth and gadgetry. Unlocks staffroom locks, picks maintenance doors, and uses high-tech contraband like the Casio Radar Watch (which pings teacher locations to your whole team's watches).

💪 Brawn (The Sprinter & Distractor):

High speed and endurance. Vaults 8-foot boundary fences cleanly and draws male SLT away from the group during high-heat chases.

🗣️ Charisma (The Smooth-Talker):

Unlocks special dialogue options with staff, blends into Sixth Form corridors, and manipulates teacher suspicion meters so the rest of the squad can slip past**.

🎒 Scavenging & Contraband
Search student pencil cases, lost property, and teacher desks for run-altering gear:

The Radar Watch: Syncs with your team to display proximity blips (just don't let the watch beep near an open door!).

Caretaker's Master Key: Unlocks maintenance grates, roof hatches, and staff-only stairwells for group shortcuts.

Walkie-Talkie Intercept: Hear actual SLT radio chatter to know where patrols are heading in real-time.

Forged Absence Notes / Blank Passes: Hand them over during dialogue checks to clear Heat instantly.

👥 Multiplayer Chaos (1–4 Player Co-Op)
Playing with friends adds a whole new level of tactical strategy:

Coordinated Distractions: One player uses a Charisma/Brawn build to cause a commotion or pick a dialogue fight with a teacher in C-Block, while another player with a Brains build sneaks past to steal the caretaker’s master key.

Proximity Voice Chat: Talk to your friends in real-time, but be careful—teachers can hear you! Whispering behind a row of lockers is safe, but shouting to your mate across the sports hall will bring every SLT member in the building running.

Game Modes:

Squad Breakout (Co-Op): Work together to loot contraband and get everyone off campus safely before the final bell.

Rival Squads (PvPvE): Two teams compete on the same map to pull off the biggest prank or escape first without getting snitched on by the rival group.

📊 "The Hall of Infamy" (Leaderboards & Weekly Events)

Track your legendary runs and flex on your mates with global and school-wide leaderboards:

⏱️ The Speedrun Gate Break: Fastest time from Registration bell to vaulting the perimeter fence

🗣️ The Silver Tongue:

Most dialogue checks successfully passed in a single run using Charisma

🎒 The Grand Heist: Most contraband looted from teacher desks before escaping.

️ Weekly "School Rules" Modifiers:

Rotating leaderboard challenges (e.g.,* "Rainy Tuesday" where fields are pure mud, or* "Supply Teacher Day" where dialogue timers are halved).

TL;DR
Imagine Unrecord meets Lethal Company set in a UK high school.

You and your friends use proximity chat, Telltale-style charm dialogue, and high-speed fence vaulting to dodge SLT, loot teacher desks, and break off campus together.

What do you guys think? Would you play this with your squad, and what role would you take—the Charisma smooth-talker taking the fall in dialogue, or the Brawn sprinter making a break for the fence?


r/gameideas • • 11h ago

Basic Idea A groundhog's day puzzle game where you play as a cheating casanova trying keep your supernatural lovers from killing each other/you at a birthday

0 Upvotes

This idea is heavily based on the game House 1 and 2. If you don't know what that is, the premise is essentially a timed puzzle in which you explore a closed area, finding items and using them to change situations and avert pre-set disasters.

You play as serial cheater, a selfish dirtbag wo/maniser who's managed to tempt and trick an impressive array of normal human women and/or men into being your sole "one and only."

You were careful. You hid your tracks, but somehow, every one of them has somehow managed to turn up for your birthday.

You're doomed, but there is a glimmer of hope. You just have to keep them distracted, unable to focus on questioning each other until the party ends.

And then a woman drowns in the shower. And then someone's mauled by a mysterious creature MUCH larger than a bear in your back yard.

And then you trip over a suspiciously convenient banana and fall to your death over the bannister, breaking your neck.

And then you wake up a several minutes earlier, as the party is just beginning.

One of the cooler mechanics of this idea is the fact that game is essentially a mystery simulator. You as the main character DON'T KNOW that the people you're dating aren't bog-standard humans (don't ask how it happened, but you are one lucky MF). How some of the murders happen, and even how someone might have gotten the information they have, won't be apparent until you discover their secrets. You get to discover that as you go along through the... let's say 15-minute game loop, trying to keep your cherished lovers from catching wind of your affairs and punishing them, and/or you in various interesting and strange ways.

As I mentioned before, the gameplay is exploration and item-based. Dialogue isn't mandatory. You traverse around the party venue picking up items which you use to unlock new areas, get information, discover what the hell the people you're dating REALLY are, distract people, stop situations from occuring, stifle attempts from your lovers to gather information, save their lives, and most importantly, survive to the end of the night. Winstate is essentially managing to perform an exhaustive list of actions on time so everyone lives. You sleazy piece of shit.

Whaddya think?


r/gameideas • • 14h ago

Basic Idea I’m making a Valheim-like survival game where Norse, Greek and Egyptian myths share one world. What would you want in it, and should I open an early alpha?

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0 Upvotes

r/gameideas • • 4h ago

Basic Idea I am creating a game and need an opinion of how to make the players stay and grind!

0 Upvotes

Hello guys, im creating a game using ky thoughts and my details and ofcourse AI, AI is doing nost of the work but i am the one that is fixing the small details that he throws out and i am the one giving the data in and the story line and bla bla...

SO im creating a Extraction Looter game... where the player should survive different risks and make ir out like anyrhing game with a twist ofcourse...

Im making the game story using factions... so players have to chat with the faction to do missions know more of whats happening and so on...but i feel like it lacks smth...

You see me as a player that LOVES EXTRACTION SHOOTER LOOTER GAMES, I always found myself getting bored because of resets, or of unlimited grinding for nothing, so i want the player to always have smth to do... fo noe grinding comes in handy for players to gain favor with factions to reach higher levels with factions to unlock missions... i need something else too, to push players toward keep grindijg and playing and for them to not have TOO MUCH ACCESS TO EVERY material...

So here it comes, as players yourself, what do you think it keep pushing you to continue playing such a game... there is unique risks that drives every a couple of expeditions different but what else can i put in the game to not let people skip...

(of course when the game is out if ever there will be events for players to join each other to gain smth or donate to something but what else can i create for players to keep going)

Iknow pkayers might keep going for the atory line if it was interesting but what else?

I remeber in ARC RAIDERS i kept going foe the missions, then for the reset, but i got so disappointrd when i redid the missions again the same ones over again so i stopped playing since, in delta force and arena breakout it started to become the same the same stuff sell for net worth, in hunt showdown 1896, it lacked proper progression and things to find so i stopped i dont want mu game to hit the same or to turn into pvp only ( im building extraction not team deathmatch or resurgence) so i was wondering if anyone has an idea??

I WOULD BE MORE THAN HAPPY IM LITERLY ON MY PC RIGHT NOW THINKING BEFORE I CONTINUE THE STORY AND THEN HAVE TO REDO OR REQRITE SOME PARTA TO FIT NEW IDEAS... WHAT DO YOU THINK?


r/gameideas • • 14h ago

Mechanic [Mechanic Pitch] The Hunger: Can a Dual-Mouth Suppression Hunter Fix Asymmetrical Chase Stagnation?

0 Upvotes

System Core

The Hunger is a pure zoning Abomination designed to crush the Survivor Faith pool. Its movement capabilities dynamics switch entirely based on targeted alignment (Aura).

• Aura Diagnostics (Passive):

• Blue Aura (Virtuous): -40% Movement Speed penalty. Basic attacks trigger Tear Prey, delivering an instant 1s stun.

• Red Aura (Sinful): +50% Movement Speed acceleration. Successful strikes grant +20% speed and +30% attack velocity.

System Abilities & Data

• Skill 1: Death Straw (Vector Pull)

Abdominal suction forces a targeted Survivor into the stomach cavity. Suppresses for 1.3s before launching them out. Geometry/ally collision triggers a shared 1s stun.

• CD: 7 / 6.5 / 6 / 5.5 / 5.0s

• Skill 2: Two Hungry Mouths (Direct Bite)

Snatches a Survivor or active Imp into the primary jaws. 2s chew lock. Expelled targets suffer a 50% slow and resource decay.

• Impact: 888 Flat Faith Damage.

• CD: 8.5 / 8.0 / 7.5 / 7.0 / 6.5s

• Ultimate: Hunger Anxiety (Double Containment)

Forces +80% forward acceleration toward frontline frames. Caps at 2 simultaneous Survivor captures. Dual containment boosts internal chew speed by 65%.

• Suppression: 3.1s total lock.

• Impact: 1,500 Flat Faith Damage.

• CD: 66 / 60 / 54s

Design Dilemmas

  1. Does the massive 40% speed penalty against Blue Auras break early chase economics, or does the 1s stun reward compensate?

  2. Should a 1,500 Faith nuke instantly down a target if their Willpower is depleted?

  3. Can R.E.N.O.M. countermeasures mask Red Auras to dynamically drop the Hunter's speed modifiers?


r/gameideas • • 17h ago

Basic Idea DON’T FALL ASLEEP DON’T FALL ASLEEP — Co-op Survival Horror Game Concept

1 Upvotes

DON’T FALL ASLEEP — Co-op Survival Horror Game Concept
Genre: First-person cooperative survival horror
Players: 1–4
Engine: Unreal Engine 5
I’m developing an idea for a realistic co-op horror game built around two interconnected worlds: reality and nightmares.
Core gameplay
Players have limited daytime to search for supplies and prevent themselves from falling asleep.
Sleeping players enter individual nightmares and must find a specific object, locate their sleeping body, and complete challenges to wake up.
Teammates who remain awake can find special in-game items to help sleeping players recover faster.
Freddy can instantly travel between the nightmares of sleeping players, becoming more dangerous as more teammates fall asleep.
Every successful escape makes a character less afraid of Freddy.
After surviving several nightmares, players can eventually fight back and damage him.
The goal is to survive, cooperate, and ultimately defeat Freddy.
I’m a beginner with no game development experience, and I’m looking for feedback, potential collaborators, and advice on building a first Unreal Engine 5 prototype.
What do you think of the core mechanics? Would you play a game like this?


r/gameideas • • 15h ago

Complex Idea I’m planning a life simulation game called “World Sample: Life,” where you experience an entire lifetime in different countries. Looking for people interested in building it together!

0 Upvotes

Hey everyone!
I’ve been thinking about a game idea for a while, and I wanted to share it here to see if anyone finds it interesting — especially people who might want to help turn it into a real game.
I’m not an experienced game developer. I don’t have a studio or a finished prototype. Right now, I’m mainly the person behind the concept, and I’m hoping to connect with people who enjoy game design, programming, art, writing, or just discussing unusual game ideas.
The working title is World Sample: Life (世界样本:人生).
🌍 The Idea
Imagine a life simulation game where you can experience an entire lifetime as an ordinary person born in another country.
Not as a tourist or an immigrant, but as someone who actually grows up there.
You choose a country, but you don’t choose your family.
You might be born into a wealthy family in a major city, a working-class household in a smaller town, or a family struggling financially.
Your parents, family relationships, hometown, and starting opportunities would all influence your life.
You would experience childhood, education, friendships, relationships, work, marriage, parenthood, aging, and eventually death.
The goal isn’t to become rich or famous every time.
It’s to experience how different lives can unfold under different circumstances.
🎮 What Would Make It Different?
1. Different Countries, Different Lives
Each country would have its own education system, job market, social expectations, family structures, and everyday challenges.
I don’t want the game to simply change the background and character names depending on the country.
The country you choose should genuinely affect how your life unfolds.
For example, growing up in Japan should feel different from growing up in Brazil, the United States, or China — not because of stereotypes, but because of real differences in everyday life.
2. Randomized Families and Starting Conditions
Even within the same country, two playthroughs could be completely different.
Your family’s income, location, relationships, expectations, and other circumstances would shape your opportunities.
I want players to experience not only differences between countries, but also differences between people living in the same country.
3. Meaningful Choices, Not Just Random Events
I don’t want this to be a game where you simply click through text until your character dies.
Major life decisions — education, career, relationships, housing, family responsibilities — should involve actual gameplay and meaningful trade-offs.
The quieter parts of life would focus more on everyday experiences, character interactions, and smaller events.
4. Replayability
The idea is that you could replay the same country many times and still experience different lives.
Different families, regions, opportunities, decisions, and unexpected events would lead to different outcomes.
5. Offline Single-Player
I’m imagining this as a fully offline single-player game.
AI could help with development, research, and content creation, but I don’t want players to depend on an online AI service just to play.
🛠️** Where Is the Project Right Now?
To be completely transparent, this is still a concept.
I haven’t built a playable prototype yet, and I’m still figuring out the technical side of game development.
I’m also aware that this is a very ambitious idea, especially for a small team.
So I don’t expect to build the entire world at once.
My current thought is to start with one country, build a complete but relatively small life simulation experience, and gradually expand from there.
🤝 **I’m Looking for People Who Might Want to Collaborate

I’m especially interested in meeting people who have experience with:
Game programming
Game design and systems design
2D art and UI/UX
Narrative design and writing
Research into everyday life in different countries
Localization and cultural feedback
You don’t have to be a professional developer. If you’re genuinely interested in the idea and want to discuss it, I’d love to hear from you.
I should also be clear that this isn’t a paid job offer. I’m currently exploring whether a small group of people could come together around the idea. Any serious collaboration would need a clear discussion about responsibilities, ownership, and possible future revenue before development begins.
I’m not asking anyone to commit to years of work right away.
I’d be happy to start by discussing the concept, exchanging ideas, and seeing whether we share the same vision.
❓ One More Question
If this game eventually becomes playable, which country would you most want to experience an entire lifetime in?
Japan? Brazil? China? The United States? Somewhere else?
I’m considering a small community survey to help decide which country should be developed first.
But more importantly, I’d love to know:
Would you actually want to play a game like this? And if you were helping develop it, what would you focus on first?
Thanks for reading! I’d really appreciate any feedback, criticism, or ideas.


r/gameideas • • 9h ago

Advanced Idea SSX Rougelite series revival inspired by Galactic Racer

5 Upvotes

I've been thinking about what a modern SSX could look like, and I keep coming back to the idea of making it a roguelite not dissimilar to Galactic Racer.

Instead of a traditional career mode, each playthrough is a new season on the SSX World Circuit. You create your own rookie rider “The Wildcard”, and compete against the classic SSX cast alongside reinvented characters which were a bit of a miss as well as a few new riders. Every season generates a different tour with a mix of returning and new resorts, different event types, weather conditions, and an Invitational Final.

The gameplay would still be classic SSX Tricky/ SSS 3. Races, Show-Off events, huge tricks, Uber Tricks, and the return of TRICKY with unlimited boost with the addition of other perks or bonuses within your “loadout”. Between events you'd draft upgrades that shape your build, whether you want to focus on racing, tricks, aggression, or adapting to different mountain conditions.

Between seasons you return to the Circuit Lodge, where the riders all hang out. This is where you'd upgrade gear, talk to other riders, take sponsor deals, watch interviews and highlights from the previous season, and unlock new content. Rather than just being selectable characters, Mac, Elise, Kaori, Psymon and my beloved Moby joined by the rest should really feel like they have become part of the world.

I'd also combine SSX's rivalry system with a more persistent relationship system. How you race matters. Shoving people, helping them during events, beating them in big races or losing to them all affects how they see you. Some riders might become friends who still race you hard, while others might respect you as a competitor but never actually like you. Each character would have a Respect and Affinity stat which the combination would dictate how much they and and how they feel about you. Over multiple seasons those relationships would change, giving the World Circuit a sense that it's growing alongside your career instead of every championship run feeling disconnected.

The idea is to keep everything that makes SSX feel like SSX, while giving players a reason to keep coming back season after season.