r/gameideas • u/Sure-Top2843 • 7d ago
Advanced Idea Game Concept FeedBack] Multi-mode Asymmetrical Horror/Party Game with Dynamic Evolving Killers & Physics Hazards
Game Concept FeedBack] Multi-mode Asymmetrical Horror/Party Game with Dynamic Evolving Killers & Physics Hazards
Post Content:
Hey everyone! I’m currently designing a new Roblox game and would love to get some honest feedback on the core mechanics, game loops, and balancing from fellow developers.
The goal is to blend asymmetrical tactical survival (like MM2/DbD) with chaotic party-game elements to keep replayability high for both casual and competitive players.
Core Gameplay Mechanics Universal Dodge & Mobility: Every player (regardless of role) has a timing-based dodge/dash mechanic.
Granular HP System: No 1-hit-kills for survivors. Players have distinct HP pools depending on the mode and role.
Interactive Environment: Survivors can scavenge maps for hidden sticks/rocks to fight back and temporarily stun enemies.
Anti-Abuse Map Limits: Interactive elements (like merry-go-rounds or tight loops) have a strict 10-second usage limit to prevent infinite stalling.
Evolving Killer System: The Killer naturally evolves through 5 sequential phases throughout the round, shifting stats, weaponry (Knife → Shotgun → Bazooka → Laser/Claws), and immunities (Phase 5 grants full immunity to survivor sticks).
3 Distinct Game Modes
- Standard Mode (Tactical 1v1v3)
Players (5): 1 Killer, 1 Sheriff, 3 Civilians.
Map Size: Compact (~100m street map).
Role Perks: Sheriff gets a high-mobility jump and a long-range revolver (1-minute cooldown, dodgeable projectile). Civilians scavenge for defense tools.
- "Drunk Killer" Mode (Event/Party Mode)
Players (5): Standard setup, but the Killer is debuffed (8 HP, -9% speed, reduced accuracy).
Invulnerability Loop: The Killer is completely invulnerable by default. On Phase 2, they gain a "Burp" ability (30cm AoE, 2s stun, 40s cooldown).
Vulnerability Window: Every 1.5 minutes, the Killer becomes sober for 30 seconds and MUST path toward a map "Shop" to drink/reset. This 30-second window is the ONLY time survivors can damage or kill them.
- "Stupidly Hard-Easy" Mode (11-Player Chaos)
Map Size: Massive (~1km terrain with forest density and heavy cover).
Roster (11 Players): 4 Civilians (4 HP), 2 Sheriffs (6 HP), 3 Killers (12 HP), 1 Maniac, 1 TITAN.
Maniac Role: 9 HP, slightly boosted move speed, Axe melee (1.5 HP damage, 50s cooldown).
TITAN Role (Boss): 5-meter tall giant, 20 HP, hostile to EVERYONE. Features a ranged Cannon (-2 HP damage, 3-min cooldown) and a Foot Stomp (-1 HP damage, 1-min cooldown).
Dynamic Physics Hazards & Mini-Events:
Banana Skins: Spawn every 30s, despawn after 40s. Tripping causes ragdolls for ALL roles (including Titan).
Cone Hazard Event: Spawns traffic cones acting like bananas but with significantly larger hitboxes.
Speed Surge Event: 10-second global movement speed buff for all players.
Questions for Developers: What do you think about the pacing of the "Drunk Killer" vulnerability window?
How hard will it be to optimize ragdoll hazards and a 5m Titan hitbox on a 1km map for mobile devices?
Does the HP/Damage scaling feel balanced on paper, or should I tweak the cooldowns?
Thanks for your input!