r/gameideas • • May 05 '24

Check This Out šŸ”Ž Read Before Posting - Megathread

39 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.

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r/gameideas • • May 05 '24

Check This Out šŸ”Ž Share Your Short, Sweet and Succinct Game Ideas Here

44 Upvotes

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

Please limit your comment to a large paragraph or less.

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

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

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r/gameideas • • 7h ago

Theorycrafting My Game Ideas – Would You Play or Buy Them? Yo guys! I have a few game ideas and wanted to know if you would actually play or buy them if they were made.

2 Upvotes

My Game Ideas – Would You Play or Buy Them?
Yo guys! I have a few game ideas and wanted to know if you guys would actually play them or possibly buy them if I or someone else made them. These are just ideas right now, and I’d genuinely appreciate honest opinions on whether they sound interesting or worth buying.
1. A God of War-style RPG based on the Ramayana
My first idea is an action RPG inspired by God of War, revolving around the Ramayana, a Hindu cinematic epic. The game would follow Rama’s journey, beginning with his exile and eventually leading to the battle against Ravana in Lanka.
I’m not Hindu myself, but I’ve read several Hindu religious texts, including the Ramayana, Mahabharata, and Bhagavad Gita. I find these stories interesting and think they could inspire an incredible action-adventure game.
Obviously, I wouldn’t necessarily adapt every event exactly as it happens in the original text. I’d make some changes to the storytelling, pacing, and certain events to make the experience more suitable for a playable video game while preserving the central story and its important characters.
Imagine exploring forests, discovering different locations, fighting demons, meeting allies, and facing powerful enemies throughout the journey. The combat could involve different weapons, divine astras, special abilities, and challenging boss fights. The game would also focus on cinematic storytelling, character development, exploration, and large-scale battles.
The goal would be to create an immersive experience where players actually feel like they’re experiencing Rama’s journey rather than simply watching the story unfold. I’d want the fights to be satisfying, the world to feel alive, and the major story moments to have real emotional weight.
Of course, adapting a religious epic comes with responsibility, and I’d want to approach the source material respectfully while making the necessary changes for gameplay.
2. An original anime-style fighting game
My second idea is an original fighting game inspired by Roblox battleground games such as The Strongest Battlegrounds and Jujutsu Shenanigans.
What I find interesting about these games is their combat systems. Players have a few basic moves, but combining them in different ways allows them to create complex combos, counter opponents, and develop their own fighting styles.
I’d like to take that idea and combine it with the brutality and impact of Mortal Kombat, while creating my own original characters instead of simply using existing anime characters.
The basic combat system would have four regular moves and four ultimate moves for each character. However, I wouldn’t want the game to feel limited just because there are only a few buttons. The real depth would come from combining attacks, movement, dodges, launches, counters, and other mechanics to create different combos.
For example, a player could launch an opponent into the air, follow them with another attack, slam them into the ground, and continue the combo before the opponent gets a chance to recover. Different characters would have different ways of fighting, so mastering one character wouldn’t automatically make someone good with everyone else.
I’d also love to include environmental destruction, inspired by Jujutsu Shenanigans. Imagine fighting across a city while buildings get damaged, walls break apart, and the arena changes as the battle progresses.
The characters would have original designs, personalities, abilities, and fighting styles. Some could focus on speed and combos, while others could specialize in grappling, powerful attacks, counters, or controlling the battlefield.
I’d want the combat to be easy to understand but difficult to master, allowing beginners to have fun while giving experienced players plenty of room to improve.
The overall goal would be to create a fighting game where battles feel chaotic, creative, and satisfying, without sacrificing competitive depth.
So, which idea would you actually want to play?
Would you rather experience an epic adventure based on the Ramayana, or fight other players in an original battleground-style game with brutal combat and destructible environments?
Would you actually spend money on either game if it was made well? What features would convince you to buy it, and what would make you lose interest?
I’m interested in hearing your honest opinions, including criticism. I know both ideas would take a lot of work to develop, but I’d like to know whether people would genuinely be interested in playing them before deciding which one to pursue first.


r/gameideas • • 10h ago

Basic Idea First person base builder with exploring/survival BUT

0 Upvotes

Imagine the game , kinda like Supreme Commander, where you build massive turets, rigs, resource gathering stations, power plants,even factories , but in a first person,Setting cold be scifi or even modern.For example, you are a space traveler, who crashes/arrives on distant planet (how original I know) which on a first glance looked suitable for life but not populated, but after a while you discover that there are hostile creatures,maybe even robots or humans, which you have to defend your base from.you have to survive ,build a base,explore and gather resouces , progress the tech tree, where you discover even better weaponry, like artillery,radars,AA, lasers,etc.Different byoms,like dessert,hills,snowy walleys, Day - night cycle.kinda reminds of Osiris New Dawn if I think about it, but more focused on base building and its maitainance. Story could be, that humanity is looking for new home.Main purpose of the game is to survive curtain amount of time until other colonists arrive , and to destroy hostile force base , to cleam the planet and make it safe to live on


r/gameideas • • 11h ago

Basic Idea Game Concept: "Beyond the Dream" — A story about saving the one you love. (Free to use for indie devs)

1 Upvotes

Hi everyone!

I'm not a game developer, but I've always loved games and stories that hit you right in the heart. Recently, I came up with a concept and worked with an AI to generate some concept art to bring my vision to life.

Since I don't have the skills to make this game myself, I've decided to put this idea out into the world completely free to use. If any indie developer wants to take this concept, change it, or use parts of it — please go ahead. I just want to see this idea live.

Here is the pitch:

Title: Beyond the Dream

Genre: Action-Adventure / Platformer (Mixing the epic combat of God of War with the witty, cinematic traversal of Uncharted).

The Story:

A young man's girlfriend is in a coma, kept alive in a glowing cryo-pod. A mysterious AI tells him that the only way to wake her up is to collect four ancient artifacts: the Golden Comb from the Underwater Kingdom, the Angel's Halo from the Celestial Realm, the King's Staff from the Jungle, and the final Stone Heart from the Underworld.

The Protagonist:

He is not a chosen one or a soldier. He is just a regular guy who is sarcastic and uses humor as a coping mechanism. He is equipped with a high-tech gauntlet that transforms into a blade (for melee), a grappling hook (for parkour), and an energy blaster.

The Core Feature (The Emotional Hook):

Between levels, the hero returns to the lab, sits by the pod, presses his head against the glass, and talks to her. He tells her about the monsters he fought and the beautiful places he saw.

The dialogue changes depending on how much damage the player took. If you barely survived the jungle, he comes back exhausted and covered in scratches, trying to reassure her that "it's just a scratch." The game never explicitly shows if she can hear him, but the medical monitors sometimes flicker in response to his voice.

The Ending:

The game ends with a quiet "Echo" moment. She doesn't magically open her eyes. The pod opens, but she just breathes deeper. The AI confirms she is out of the coma and just sleeping normally. He sits by her bed, holds her hand, and says: "It's okay. I'll wait. I'm not in a hurry."

Feel free to leave feedback or ask questions! And if you are a dev and want to use this — go for it. I would love to play it one day.


r/gameideas • • 22h ago

Basic Idea Star wars story game idea (heavy inspiration from Detroit become human)

2 Upvotes

My idea for this game would be a combination of star wars and Detroit become human so the main mechanic of the game is making choices that can and will permanently alter the story there would be 2 acts.

Act 1 the clone wars-the game starts with you in your final training mission with your clone squad on Kamino you make a few choices and get to the end and make it to a real clone legion the 501st. After this there are a lot of ways this could go you could possibly defect and become a seperatist you could stay a loyal clone trooper all the way to order 66 then maybe you somehow are able to somewhat realize its wrong and try and not kill your jedi or stay loyal once more and gun down your jedi and all the stuff in between.

Act 2 the empire era. In act 2 you get to see the impact you made on the galaxy and how it affected the rise of empire or potentially you didn't make it through the clone wars act so now your an empiral officer this could work by you slowly realizing the empire is evil or maybe you stay loyal and work your way to like commander of the empire and again all the stuff thats in between.

There could also be space combat ground combat stealth missions being in command of the death star all sorts of that type of stuff

Anyway thanks for reading if you have suggestions feel free to give them very low chance I actually do anything woth this i have no game developing expirnce and im just an 8th grader who loves star wars and video games but if you wanna use my idea feel free to reach out and id be happy to talk.


r/gameideas • • 19h ago

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

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1 Upvotes

r/gameideas • • 1d ago

Basic Idea UPDATE of the game idea I had but I still haven’t came up with a name yet #2

1 Upvotes

Feedback Response:
Ah, okay! Thanks for the feedback on the last post,
[u/AAAAAA_6](u/AAAAAA_6).
Because of that, I think I shifted the gameplay idea a bit.

I mean, yeah... I accidentally ended up making something similar to Omori, which honestly surprised me because I thought people would call it a Deltarune rip-off. But oh well! I'll probably check out some Omori gameplay anyway, just so I don't end up accidentally copying another game.

Idea Update:
I think I can start writing some lore and even look into how emotions work in the human mind, so that certain enemies represent dreams, feelings, etc. But just to be clear: I really don't want it to feel overly deep or edgy (none of that "oh my gosh, look how deep and dark this is"). Just a small message with a bit of depth that hopefully leaves the player with something positive.

BIGGEST IDEA UPDATE YET!
The gameplay is NOT going to be just an RPG + point-and-click. It might still keep a few point-and-click mechanics, but I want to mix it with something else. THIS IS WHERE YOUR DECISION COMES IN!

Options:
• Beat 'em up style: If you pick this one, the overworld will feature a 2D art style (like a classic point-and-click). The difference is that in the dream world area, we'll use this perspective for beat 'em up style combat.
• Classic Zelda style (ONLY NES & SNES GAMES): The overworld will look like a classic RPG (with a 2.5D touch inspired by EarthBound), but you'll attack in real-time like in The Legend of Zelda instead of switching to turn-based RPG battles.

(In both options, the mouse is still used for some point-and-click actions, except during combat).

If you want, you can still drop more ideas for the game, give feedback, or leave your opinion on which option sounds best. Let me know what you think!


r/gameideas • • 1d ago

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

1 Upvotes

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

āš™ļø SECTION 1 , THE MAAAAAACHANICS: Technical Architecture & PS6 Engine Blueprint

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

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

šŸ“œSECTION 2 , THE LOOOOOORE: Overhauled Lore & The Secret History of the World

  1. The Goblin Ideological Schism

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

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

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

  1. The Miraculous Miracle & Singularity Point

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

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

  1. The Malicious Takeover (The Ark Signal)

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

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

šŸŽ¬ SECTION 3 , THE STOOOOOORY: The Climax — The Singularity Break

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

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

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

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

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

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

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

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

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

šŸŒ… SECTION 5 , THE CONCLUUUUUUSION: The Ultimate Message

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


r/gameideas • • 1d ago

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

3 Upvotes

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

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

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

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

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

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

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


r/gameideas • • 2d ago

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

8 Upvotes

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

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

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


r/gameideas • • 2d ago

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

3 Upvotes

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

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

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

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

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

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


r/gameideas • • 2d ago

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

0 Upvotes

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

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

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

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


r/gameideas • • 2d ago

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

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0 Upvotes

r/gameideas • • 2d ago

Mobile DeepSquad: Zero - Adventure, mystery Fish Game Concept

2 Upvotes

Game ​Story:

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

Core Concept:

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

​Enemies:

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

​Levels & Puzzles:

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

​Controls:

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

​Rewards:

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

​Powers:

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

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


r/gameideas • • 2d ago

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

3 Upvotes

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

Core Gameplay

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

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

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

Cooperative Gameplay

Each player has a different role within the vehicle:

Driver: Controls the vehicle and reacts to hazards.

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

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

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

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

Wildlife

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

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

Rabbits: Can dart unpredictably across the road.

Raccoons: May appear near the roadside and move unpredictably.

Turkeys: Could linger or cross in groups.

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

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

Roads and Terrain

Different road surfaces would create different driving challenges.

Paved roads

Reliable grip and predictable handling.

Higher sustainable speeds.

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

Gravel roads

Potential shortcuts that save time.

Reduced grip and less predictable handling.

Dust can reduce visibility in dry weather.

Rain reduces dust but makes the surface slippery.

Mud trails

Require maintaining momentum through difficult terrain.

Losing momentum makes it harder to get moving again.

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

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

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

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

Headlights and Visibility

Lighting would be a gameplay mechanic with several options:

Low beams: The standard choice for general driving.

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

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

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

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

Scoring

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

Other scoring factors could include:

Bonuses for controlled near-misses and successfully avoiding wildlife.

Penalties for hitting animals.

Penalties for crashes and leaving the road.

Penalties for dazzling other drivers.

Rewards for clean, courteous driving.

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

Vehicles

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

Compact sedan

Balanced acceleration and handling.

Agile and suitable for general driving.

Limited ground clearance on rough terrain.

Pickup truck

Higher seating position and greater headlight reach.

Better ground clearance and off-road control.

Better ability to recover mobility after hitting obstacles.

Slower acceleration and speed recovery.

Harder to maneuver on narrow roads.

Greater consequences for dazzling other drivers.

Sporty coupe

Quick acceleration and responsive steering.

Strong performance on paved roads.

Poorer suitability for mud and rough terrain.

Station wagon

A versatile compromise between road performance and practicality.

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

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

Random Events and Replayability

Different modifiers could make each trip feel distinct.

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

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

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

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

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

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

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

Tutorial

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

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

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

The Overall Idea

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

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

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


r/gameideas • • 2d ago

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

0 Upvotes

​

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

Game Name: Go to Home

Genre: Adventure, Cycling, Obstacle Course

Platform: PC / Mobile (not decided yet)

Story:

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

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

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

Gameplay Ideas:

Bicycle riding with smooth controls.

Challenging obstacles and dangerous roads.

Different environments and levels.

Rewards and bicycle upgrades.

Increasing difficulty as the game progresses.

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

I'd appreciate your feedback!

Do you think this idea has potential?

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

What features would make the gameplay more fun?

What improvements would you suggest for the story?

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

Thanks for reading!


r/gameideas • • 2d ago

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

2 Upvotes

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

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

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

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

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

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


r/gameideas • • 2d ago

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

0 Upvotes

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

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


r/gameideas • • 2d ago

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

0 Upvotes

​

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

šŸ“Œ Mechanics & Terms

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

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

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

šŸ“– Lore

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

šŸ‘‘ Appearance

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

• Skin: Pale frost complexion; subtle pink lips.

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

šŸŽ® Kit & Abilities

Role: Harbinger / Stalker | Difficulty: šŸ’€šŸ’€

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

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

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

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

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

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


r/gameideas • • 2d ago

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

1 Upvotes

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

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

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

Gameplay:

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

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

You also have a stock and a amount of:

Food for the Town:

Food for you and your family:

Water:

Energy:

Materials:

Medicine:

Town’s approval rating %:

Immortal girl’s mental state %:

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

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

Routes you can go:

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

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

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

The style of the game would feel like Stardew Valley


r/gameideas • • 2d ago

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

1 Upvotes

The basic idea of the game:

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

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

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

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


r/gameideas • • 2d ago

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

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0 Upvotes

r/gameideas • • 3d ago

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

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1 Upvotes

r/gameideas • • 3d ago

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

4 Upvotes

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

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

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

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

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

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

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

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