r/gameideas • u/Icy_Policy_9225 • 4h ago
r/gameideas • u/AutoModerator • May 05 '24
Check This Out đ Read Before Posting - Megathread
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:
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These rules exist to promote higher quality posts and encourage users to put more thought into their idea and the way it's presented.
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Have you imagined a storyline, characters and lore that you think would be great for a game?
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r/gameideas • u/AutoModerator • May 05 '24
Check This Out đ Share Your Short, Sweet and Succinct Game Ideas Here
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.
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r/gameideas • u/gelly125 • 20h ago
Basic Idea Game Idea: First Person Minesweeper game that looks like maze
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 • u/NoBill1694 • 13h 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
r/gameideas • u/FightingMachine44 • 22h ago
Advanced Idea Dune-based and Battlefront-inspired PvP, CoOp, Campaign, Arcade game. NO AI used in concept.
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 âDuneâ 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? Duneâs large universe brings forth several unique sci-fi weapons, but most notable is the fact that tens of thousands of years in the future, humanityâs 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.Â
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.Â
Note: Each gamemode has different maps tied to them, most of which take place on Duneâs 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.Â
Â
GAME MODES
Supremacy:Â
First Map: The deep desert, Imperial Hutment,Â
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.Â
Skirmish:Â
The deep desert, Imperial Hutment, Arakeen Palace, Sietch Tabr, The South
Compete to capture a single large command post.Â
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 eraÂ
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.Â
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.Â
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:Â
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.Â
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.Â
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,Â
- Contains the Arena
Caladan: Castle Caladan
- Contains the main halls, Paulâs 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) ASSAULTÂ
150 HP BD: 50 HP STM: 5Â
Default right:Â Pistol- 4 shots - 20 HP body shot, 60 HP headshot - 15 sec cooldown
Default left: Power Kick - 10 Sec cooldownÂ
Default Main: Warrior - Increased speed & regen 35 Sec duration- 25Â Sec CooldownÂ
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*Â
Alt main: Flamethrower - 25 sec time - (x-ray, HP or DMG types) - 40 sec cooldownÂ
Alt left: Knock - 10 sec cooldownÂ
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) OFFICERÂ
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 jumpÂ
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,Â
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 cooldownÂ
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 wouldnât be Dune without the Fremen being allied with the Atreides and Imperial Sardaukar aiding the Harkonnen. So Iâve added two exclusive Fedaykin, and two exclusive Sardaukar. They both have unique abilities that cannot be shared by either side like the previous classes.Â
Exclusive Fremen units on the Atreides/Fremen side:
FEDAYKIN WARRIOR Â
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 cooldownÂ
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 permanentlyÂ
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 permanentlyÂ
Alt Special: 3 Player killstreak, gain 1+ STM
Alt Passive: 1+ STM on sand
Exclusive Imperial Sardaukar units on the Harkonnen side:Â
SARDAUKAR ELITEÂ
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 permanentlyÂ
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 CooldownÂ
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 -Â 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*Â - 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 -Â 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
  Â
HEROESÂ
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.Â
Paul âMaudâdibâ Atreides | Feyd Rautha Harkonnen
Gurney Halleck | Glossu Rabban Harkonnen
Duncan Idaho | Sardaukar Bashar Commander
Chani âSihayaâ 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 donât fight as much.
PROTAGANIST HEROES:
Paul: Skins: Emperor, Outcast, Stillsuit, Hooded, Exquisite pajamas, Ceremonial, Trenchcoat
750 HPÂ Â Â BD: 130Â Â Â Â Â STM: 16 strikes *fast regen*
Right: Prescience- x-ray, Increases defense & every attack knocksÂ
(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 wormÂ
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 punchÂ
(20 secs cooldown)Â Â
Main: Reinforced armor - 12.5% health back permanentlyÂ
(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,Â
HP: 800 BD: 130 STM: 12 *base regen*Â
Right: Swordmaster-Â High speed attack style with immense damage boost
(35 second cooldown) (7 second duration) (1 sec to activate)Â
Left: Suspensor Kick - dash forward and kick; knocks enemies
(30 sec cooldown)Â
Main: Invincible - temporarily gain 25% of your max health backÂ
(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 HPÂ Â Â BD: 100Â Â Â Â Â 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 damageÂ
(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 HPÂ Â Â BD: 120Â Â Â Â Â STM: 16 *fast regen*
Right: Charge - 10 needle shotÂ
(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 HPÂ Â Â BD: 100Â Â Â Â Â STM: 16 strikes *fast regen*
Right: Takedown - sweep and takedown that knocks enemy
(25 seconds)
Left: Heir - 20% increased health temporarilyÂ
(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 enemiesÂ
(25 sec cooldown)Â Â
Main: Reinforced armor- 12.5% health back permanentlyÂ
(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*Â
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 aÂ
Main: Wrist needle- 10 needle shotÂ
(30 secs cooldown)
Scytale: Skins: Tleilaxu robes, Advanced Stillsuit
750 HPÂ Â Â BD: 100Â Â Â Â Â STM: 16 *fast regen*
Right: Wrist needles - 10 needle shotÂ
(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 opponentâs 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 ratherâd her be an agent than a wife for breeding more sardaukar.Â
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.Â
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 Hawatâs 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 âfailuresâ, 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.Â
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.Â
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.Â
JIHAD
Eventually, she gains her Fremen name: Rayne âFidaâiâ (My redemption) Malik, with her Sietch name being âAsahâ (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.Â
⌠END
r/gameideas • u/Responsible-Bee8765 • 19h ago
Basic Idea Game idea based of show called cyberpunk edgrunners
r/gameideas • u/Fantastic_Mirror1233 • 1d ago
Basic Idea why AB2's skill-gated progression feels fair vs CoC's wallet-gated loop
r/gameideas • u/ohpieguy • 1d ago
Basic Idea Someone put the Nemesis System in Arkham City and Arkham Knight like was planned for the Batman Begins game
r/gameideas • u/Apprehensive-Pidgeon • 1d ago
Basic Idea Things you would want to do in a cozy retirement life simulation game
This is a game I wanted for myself. it would be cozy like animal crossing, like a life sim like the Sims franchise. I would let the player choose the age teen, young adult, adult, old. The amount of money they want to start out with, the place the wanna live, lots of things to do. Mainly fun for me because im always thinking about what life would be like if i retired early like what would i do where would i go, stuff like that. Wondering if people have those same fantasies as me
I would want it to be open source so people could add in features too. I think this would be great so people can get a chance to add on feature they want to see in the game, but also be able to share and expand the new feature aswell. I thought about putting it on github and auto deployments to itchio so i can be free for people. Wondering if there could be a better
so my question to people is, what do you think you would want to see if you were retired and lots of money. what activities would you do first?
r/gameideas • u/JaiBlast • 2d ago
Advanced Idea SSX Rougelite series revival inspired by Galactic Racer
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 âThe Wildcardâ, 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 âloadoutâ. 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.
r/gameideas • u/MaxPixelStudio • 2d ago
Basic Idea đŽ Estoy desarrollando el concepto de Aetheron Zero, un Battle Royale que combina fantasĂa y ciencia ficciĂłn. ÂżQuĂŠ opinas?
r/gameideas • u/Nyctophobicyy • 2d ago
Basic Idea What are some unique Tactical FPS game mode ideas?
This is quite a poor question, but regarding the mainstream fps titles such as CS2, Valorant, Call of Duty, R6, where bomb defuse is the default/iconic game mode, what would/could be a really interesting replacement?
I really like bomb defuse as it makes what a normal fps match turn into something where the atmosphere can turn from dull into chaotic very fast.
Such an iconic mode that has proven itself against the classic Dm/TDM modes.
I know Hardpoint & Hostage rescue are also on the table however I am interested in the more unpopular modes that could be considered. The FINALS has their unique cash out box deposit thingo which was pretty cool in my opinion. Iâm interested in what others may have in mind. Any possible replacements for bomb defuse?
â
Call of Duty really popularised the death match style modes, where constant respawns are active and makes matches fast paced, spammy, repetitive. But not really work well esport wise.
Games like R6, CS, Valorant are the big boys of Esports tac fps which all revolve around the bomb defuse mode primarily.
Iâm interested to know if thereâs another âslowerâ paced mode such as bomb defuse out there. One that could potentially work really well in the esports scene.
r/gameideas • u/Ochemata • 2d 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
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 • u/Outrageous-Bag-6863 • 2d ago
Basic Idea DONâT FALL ASLEEP DONâT FALL ASLEEP â Co-op Survival Horror Game Concept
DONâT FALL ASLEEP â Co-op Survival Horror Game Concept
Genre: First-person cooperative survival horror
Players: 1â4
Engine: Unreal Engine 5
Iâm 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.
Iâm a beginner with no game development experience, and Iâm 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 • u/certifiedplayboy • 1d ago
Basic Idea I am creating a game and need an opinion of how to make the players stay and grind!
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 • u/JhenaArchanid • 2d ago
Mechanic [Mechanic Pitch] The Hunger: Can a Dual-Mouth Suppression Hunter Fix Asymmetrical Chase Stagnation?
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
Does the massive 40% speed penalty against Blue Auras break early chase economics, or does the 1s stun reward compensate?
Should a 1,500 Faith nuke instantly down a target if their Willpower is depleted?
Can R.E.N.O.M. countermeasures mask Red Auras to dynamically drop the Hunter's speed modifiers?
r/gameideas • u/Fonnan • 2d ago
Basic Idea Iâm 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?
r/gameideas • u/Moist_Tomorrow_6883 • 2d ago
Advanced Idea I got kicked out of high school years ago, and Iâm turning my nostalgic memories of dodging SLT into a game concept.
Hey everyone,
Iâm 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.
Iâve 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 1â4 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 troubleâbuying precious time for your teammates to escape!
The RPG Triad (Brains, Brawn, Charisma)
Your squad can specialize to build the ultimate escape team:
đ§ 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).
đŞ 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.
đŁď¸ 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**.
đ 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.
đĽ Multiplayer Chaos (1â4 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 caretakerâs master key.
Proximity Voice Chat: Talk to your friends in real-time, but be carefulâteachers 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.
đ "The Hall of Infamy" (Leaderboards & Weekly Events)
Track your legendary runs and flex on your mates with global and school-wide leaderboards:
âąď¸ The Speedrun Gate Break: Fastest time from Registration bell to vaulting the perimeter fence
đŁď¸ The Silver Tongue:
Most dialogue checks successfully passed in a single run using Charisma
đ The Grand Heist: Most contraband looted from teacher desks before escaping.
ď¸ 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 takeâthe Charisma smooth-talker taking the fall in dialogue, or the Brawn sprinter making a break for the fence?
r/gameideas • u/Sunnylike666 • 2d ago
Complex Idea Iâm planning a life simulation game called âWorld Sample: Life,â where you experience an entire lifetime in different countries. Looking for people interested in building it together!
Hey everyone!
Iâve been thinking about a game idea for a while, and I wanted to share it here to see if anyone finds it interesting â especially people who might want to help turn it into a real game.
Iâm not an experienced game developer. I donât have a studio or a finished prototype. Right now, Iâm mainly the person behind the concept, and Iâm 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 (ä¸çć ˇćŹďźäşşç).
đ 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 donât 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 isnât to become rich or famous every time.
Itâs to experience how different lives can unfold under different circumstances.
đŽ 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 donât 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 â 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 familyâs 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 donât want this to be a game where you simply click through text until your character dies.
Major life decisions â education, career, relationships, housing, family responsibilities â 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
Iâm imagining this as a fully offline single-player game.
AI could help with development, research, and content creation, but I donât want players to depend on an online AI service just to play.
đ ď¸** Where Is the Project Right Now?
To be completely transparent, this is still a concept.
I havenât built a playable prototype yet, and Iâm still figuring out the technical side of game development.
Iâm also aware that this is a very ambitious idea, especially for a small team.
So I donât 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.
đ¤ **Iâm Looking for People Who Might Want to Collaborate
Iâm 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 donât have to be a professional developer. If youâre genuinely interested in the idea and want to discuss it, Iâd love to hear from you.
I should also be clear that this isnât a paid job offer. Iâm 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.
Iâm not asking anyone to commit to years of work right away.
Iâd be happy to start by discussing the concept, exchanging ideas, and seeing whether we share the same vision.
â 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?
Iâm considering a small community survey to help decide which country should be developed first.
But more importantly, Iâd 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! Iâd really appreciate any feedback, criticism, or ideas.
r/gameideas • u/Dull-Abalone-3156 • 3d ago
Complex Idea The Ashen Crown â An Indie Soulslike Idea Set In Victorian Era
Hey everyone! I've been working on the concept for an indie game called The Ashen Crown, and I wanted to share the idea with you all. I'm still in the early stages of development, so I'd love to hear your thoughts, suggestions, and honest criticism.
The Concept
The Ashen Crown is a third-person, gothic Soulslike action RPG set in an alternate version of England, where Victorian industrialization, Elizabethan royal grandeur, ancient traditions, and supernatural horror collide.
Imagine a kingdom filled with fog-covered streets, decaying royal estates, abandoned cathedrals, enormous industrial foundries, and forgotten villages where history itself seems broken. Gas lamps illuminate streets that should have been empty for centuries. Royal decrees remain in force long after the rulers who issued them have died. Bells ring at the wrong hours, and occasionally, the dead seem to remember things that the living have forgotten.
The kingdom hasn't simply fallen into ruin. Something is actively preventing it from reaching its end.
And that is where our story begins.
The Story
You play as a forgotten heir to the royal House of Vale, awakening beneath a ruined abbey with no clear memory of who you are or why you have returned.
There is one thing you cannot ignore: a mysterious mark known as the Ashen Seal.
The Seal binds you to an ancient covenant responsible for the kingdom's unnatural persistence. It grants you the ability to return after death, but this power comes with a cost. Each resurrection strengthens your connection to the very force that may be destroying the world.
As you travel through the kingdom, you discover traces of a history that has been deliberately erased. People have disappeared from official records. Entire events have been removed from history. Some forgotten individuals have become something known as the Unwrittenâpeople whose place in existence has been stripped away.
The more you uncover, the less certain you become about what actually happened.
Were you erased because you were a threat to the crown? Were you part of the original covenant? Or is there something about your existence that even the kingdom itself is trying to forget?
I want the story to be built around mystery, environmental storytelling, fragmented records, unsettling encounters, and lore that players can piece together themselves rather than having everything explained through exposition.
The World and Its Lore
One of the biggest things I want to focus on is making the world feel as though it existed long before the player arrived.
The kingdom has passed through several historical eras, from its ancient unification to periods of religious conflict and industrial expansion. Each era has left its mark on the architecture, political institutions, technology, and beliefs of the people who survived it.
At the centre of everything is the Hollow King, a mysterious presence connected to memory, identity, forgotten names, and the strange covenant binding the kingdom together.
I don't want this entity to be a straightforward evil god or a monster that simply needs to be defeated. Its true nature, intentions, and relationship with the kingdom should remain uncertain for much of the game.
The world also follows a few unsettling rules:
- Names anchor existence. Being erased from history can mean more than being forgotten.
- History resists correction. Past events leave behind impressions that can repeat under the right circumstances.
- Authority outlives its rulers. Ancient laws, royal mechanisms, and institutions continue to function even when their creators are long dead.
- Knowledge changes the knower. Discovering the truth can change how characters perceive the worldâand themselves.
I want exploration to reward curiosity. A locked room, an abandoned laboratory, or a seemingly insignificant inscription might reveal something that completely changes the player's understanding of an earlier event.
Gameplay and Combat
The combat is intended to follow the Soulslike philosophy: deliberate movement, meaningful stamina management, dangerous enemies, careful timing, and learning from mistakes.
However, I'd also like to experiment with a more aggressive combat style. Defensive play should be viable, but skilled players should be able to build momentum through well-timed attacks, parries, and decisive counterattacks.
The goal is to make combat feel tactical without making it passive.
Weapon choices could include royal blades, blackpowder weapons, heavy executioner's equipment, and forbidden implements connected to the supernatural side of the world. Each weapon family would ideally have its own rhythm, strengths, and combat techniques.
The Ashen Seal would also provide supernatural abilities, allowing the player to interact with certain ancient mechanisms and eventually use powers connected to the covenant.
Boss fights should be more than large health bars. I want major encounters to reveal something about the world, its history, or the characters involved. Defeating a boss should feel like overcoming a genuine challenge while uncovering another piece of the larger mystery.
Death and Checkpoints
Death is an important part of the game's world rather than simply a gameplay penalty.
The Ashen Seal allows the protagonist to return at ancient shrines called Ashen Reliquaries. These shrines were originally sacred structures but have since been modified with Victorian machinery, brass conduits, and strange glass reservoirs by those attempting to understand the covenant.
Resting at a Reliquary restores healing charges and combat resources. Ordinary enemies return because the covenant reconstructs recurring patterns of the world, while major discoveries and defeated bosses remain permanent progress.
The player can also lose valuable resources upon death and must recover them by returning to the place where they fell.
The central idea is that resurrection is both a blessing and a curse. The player benefits from returning, but every death raises uncomfortable questions about what the Seal is doing to them.
Factions and Choices
The kingdom is divided between factions that each have their own explanation for its suffering.
The Crown's Remnant believes the kingdom must survive regardless of the cost. The Church of the Sacred Flame sees sacrifice as necessary for endurance. The Royal Society of Alchemy wants to understand the covenant through experimentation. The Keepers of Barrows believe the dead should be allowed to remain dead. Meanwhile, the Unwritten are those who have suffered the consequences of being erased from existence.
None of these groups should be entirely right or entirely wrong.
Their beliefs affect how they interpret the protagonist, the covenant, and the possibility of saving the kingdom. Depending on the player's discoveries and decisions, alliances may form, secrets may be revealed, and certain paths may become unavailable.
The ending should ultimately reflect what the player believes the kingdom deservesânot merely how many enemies they defeated.
The Bigger Goal
The central theme of The Ashen Crown is simple:
What happens when a kingdom refuses to let its past rest?
The covenant was created for a reason, and its existence may once have been justified. But something designed to preserve a kingdom can eventually become the thing preventing it from living.
I am considering multiple endings, each representing a different answer to this problem: preserving the existing order, destroying the covenant and accepting an uncertain future, or replacing the force at the heart of the system.
The hope is that these choices will emerge naturally from the story rather than feeling like arbitrary decisions presented at the end.
Development Journey
I'm building The Ashen Crown in Godot 4. I'm still a beginner at game development, and I'm working with relatively modest hardware, so I know the scope has to remain realistic.
I don't expect to create an enormous open-world game immediately. My current goal is to build a small, playable section that establishes the atmosphere and core mechanics: a foggy, gaslit district, interconnected streets, a working checkpoint, basic enemies, a shortcut, a hidden piece of royal history, and an introductory boss.
If I can make that small section genuinely fun and atmospheric, I can expand from there.
I'm especially interested in learning how to create compelling environments, implement Soulslike movement and combat, design interconnected level layouts, and communicate lore through the world itself.
I'd love to hear your feedback:
- Does the setting sound interesting, or would you change the balance between Victorian technology and ancient royal architecture?
- What would make this world stand out from other Soulslike games?
- Do the Ashen Seal and resurrection mechanics sound compelling?
- What gameplay feature would you most want to see in a game like this?
- And, most importantly, what should I prioritize as a beginner developer?
This is still a work in progress, and many details will evolve during development. I'm sharing the concept because I'd love to hear what other players and developers think.
Thanks for reading!
The Ashen Crown â Reign. Rot. Repeat.
r/gameideas • u/dont_know_yt • 2d ago
Basic Idea Top down zombie arcade where you ride a lawn mower and mow down zombies.
That's it. No story no quests no characters to talk to just you a mower and an endless supply of zombies. what do you think?
The below description is just ai filling the 1000 character requirement you already know the game no need to read.
"I'm making a small game and I'm keeping it simple on purpose. You ride a lawn mower around your yard while zombies climb out of the grass and shuffle toward you, and you mow them down. They drop coins, you spend those coins upgrading your mower, and then you go back out and mow down even more zombies. And don't forget your lawn, because it still needs mowing. That's it. No story, no quests, no characters to talk to. Just you, a mower, and an endless supply of zombies.
There is a little more to it than holding forward, though. Only the front blades kill, and only when you're going fast, so if you bump a zombie slowly or let one hit your side, your mower takes damage. Every kill heats up the engine, and if you push too hard it stalls and you have to sit there waiting for it to cool down while the zombies keep coming. Zombies also drop fuel, so you can't just hide in a corner forever, and if you stay out of trouble for a few seconds, the mower slowly repairs itself.
You play it with one hand: drag anywhere on the screen to steer and lift your thumb to brake. The upgrades I have planned are a wider blade deck, a cooling fan, a bigger fuel tank, armour plating, and eventually bigger and dumber mowers. I already have a playable prototype of the mowing part, and the upgrade loop is next."
r/gameideas • u/Hazlemantis3 • 3d ago
Basic Idea A Hybrid Hack & Slash, Driving and Third Person Shooter Game Inspired by Transformers
I have always had this as a concept at the back of my mind but I recently watch a move which lead me to make this post.
It would be cool to have a Transformers inspired game but with something unique, the game is a hybrid of a hack & slash, third person shooter and a arcade racing game, yes this sounds crazy but it`s interesting.
You will be on a world like Cybertron with other mechs, your MC has the ability to scan vehicles and weapons that he can transform into which is unique to him since other mechs can only transform into one vehicle.
You can transform into a car, motorbike, jet and a speed boat, the main focus will be you mostly playing as a car but the other vehicles are action set-pieces.
When it comes to the tone, I love the Transformers franchise but it was too PG for me so this game will edgier.
Combat Mode (Hack & Slash)
There are three types of Hack & Slash games, the ones that play like DMC, classic God Of War and Ninja Gaiden. For this game I think it would fit if it played like the classic GOW games.
- You can grab enemies to do a brutal finisher or throw enemies.
- After defeating enemies, you have the option to pick up metal scraps that can be used to build up your ultimate, once full you can activate it, however you have the choice to either chooses overwhelming, strength or speed.
- You mainly use hand-to-hand combat but you can scan melee weapons from defeated enemies or from the environment.
Gun Mode (Third Person Shooter)
- You will have a default weapon but you can scan guns from defeated enemies or in the environment.
- Some guns will have a secondary fire mode.
- If you uses your ultimate in TPS, you will turn into a torrent that does a massive amount of damage.
Vehicle Mode (Driving)
When it comes to the driving sections, it will be a mix of Need For Speed with Sonic Racing Crosswords.
- It will have a control schema like other racing games in your car form.
- In this form you will have all-wheel steering.
- You are able to shoot enemies that ties to the weapon you scanned in your mech form.
- You will also have gadgets to deal with enemies exclusive to your car form.
- You can drift, jump/vault, bullet jump and do 360 spins.
- Air-tricks can give you XP and give you an extra boost.
- There will be obstacles on the road for you to avoid, there will also be buffs and de-buff also.
- While airborne you can boost forward.
- There will be times where you can temporarily transform into other vehicles but you can`t choose when.
These are some ideas I have, what do you guys think?
r/gameideas • u/HanzoIsDead • 3d ago
Basic Idea Same game, four different worlds. Which one would you actually play?
r/gameideas • u/OkAnalyst4522 • 3d ago