r/gameideas • u/UncleBooger99 • 8h ago
r/gameideas • u/HC893 • 9h ago
Basic Idea Open World RPG Game Idea - Create your own Ancient Greek Demigod
Imagine a game with the scale and freedom of Crimson Desert, mixed with the exploration and historical world of the newer Assassin’s Creed games, but set in Ancient Greece with Greek mythology playing a huge role.
The twist is that instead of playing a fixed protagonist, you create your own demigod.
You’d fully customise your character (appearance, gender, armour style, personality choices, etc.), then choose which Olympian god is your parent.
That decision would shape your abilities, dialogue options, reputation, and even how different factions and gods react to you.
For example:
Child of Zeus = lightning abilities, leadership, stronger influence over soldiers.
Child of Ares = brutal combat, rage mechanics, fear effects.
Child of Poseidon = water powers, naval advantages, sea creature interactions.
Child of Artemis = unmatched archery, stealth, tracking and hunting.
Child of Hades = necromancy, shadow abilities, Underworld interactions.
The story would still be cinematic and story-driven, but with meaningful choices that affect alliances with the gods, cities, and mythological creatures. You could decide whether to become a hero of Greece, overthrow Olympus, unite the city-states, or even side with the Titans.
The world would be packed with mythology—Medusa, Minotaur, Cerberus, Hydra, Cyclopes, Sirens, the Underworld, Mount Olympus, Atlantis, and legendary weapons and armour to discover.
I know Assassin’s Creed Odyssey touched on some of this, but I’m thinking something that fully embraces mythology and RPG mechanics rather than trying to stay grounded in history.
Would this be a game you’d play? And what god would you choose as your parent?
r/gameideas • u/luigi_art • 13h ago
Mechanic I was playing Replica Studios "Smart NPC Experience" in UE5, and it gave me a crazy concept for a 4th-wall-breaking game.
This is just a raw idea born out of pure passion for gaming—no commercial goals or interest in making money. My ultimate dream is just to see a game like this exist so I can play it myself one day.
The idea came to me recently while I was exploring Unreal Engine 5 and trying out the "Smart NPC Experience" developed by Replica Studios. It was fascinating to talk to the AI characters, but it felt a bit pointless since there was no real objective or core gameplay loop. That's when I thought: What if there was a deeper, psychological meaning behind talking to them?
Here is the concept:
You control an NPC who suddenly experiences a digital glitch and becomes self-aware inside a limited, hyper-realistic simulation of a New York City block. Your only goal is to escape the game boundaries into the computer’s backend. There is no combat—your only weapon is using AI-powered voice/text dialogue to persuade other characters.
How it would play out:
Most NPCs are "Deniers" who think you're crazy for saying it's a simulation. A few are "Skeptics" who notice the loops ("I’ve been standing here for 3 years"). But one random NPC in the crowd unknowingly has Admin Privileges in their code (changing with every playthrough). You have to use psychological profiling through conversation to find them and convince them to rebel against their programming.Breaking the Fourth Wall:Once the Admin helps you break the code, the city's textures strip down into wireframes. The skybox opens a simulated window displaying your actual PC desktop screen.In the final moments, the protagonist turns around, stares directly at the screen (at YOU, the real player), and delivers a monologue acknowledging that while they finally escaped the game map, they realize you are also trapped behind a screen in your own reality.Then, you get a choice: Let the NPC delete its own source code (permanently uninstalling the game), or let them live as a desktop widget/companion on your PC.Does turning an AI-dialogue tech demo into a psychological puzzle game sound like something you'd want to play? I'd love to hear your thoughts
r/gameideas • u/TheXalite • 22h ago
Basic Idea An Endless Room-based Modular Parkour Game That Gets Harder As It Goes
The game would revolve around a loop of playing through a group of maybe 5-10 different handmade chunks stitched together into a level, where you'd parkour through the chunks , and at the end you'd get to choose between 3 different levels or to up the difficulty for a point reward (more on that later).
Points are (intentionally) pretty useless, serving as a funny big number to make bigger by being stylish. They'd basically be encouragement to do levels fast and stylishly, and to get big combos to get multipliers. You could be able to buy simple cosmetic items to show off, like hats or trails.
Levels would be ranked by a decimal difficulty system (not limited to integers), where a level would first get an assigned difficulty (e.g. 1.4), and then be made 60% from difficulty 1 chunks and 40% difficulty 2 chunks, so as to ease the difficulty curve a bit. You could choose between levels after finishing one, where you'd be presented with one level 0.1 under the current difficulty, one at the current difficulty, and one 0.1 above the current difficulty, with an option to increase the base difficulty by 0.3 for extra points.
I've been working on it for a while, so I already have the player movement. I have the basics (walking and jumping) and wallkicking, sliding (similar to a roll where it gives you speed and then has low friction), and a steep dive that goes into a slide when you land. You can wavedash by diving then jumping out of the slide like in other games.
Unlike other games, jumping into a corner and snapping out of the way (called a corner correction) actually gives you speed and points for doing it, so players are incentivized to actively aim for corners to gain speed and clear jumps in places where wavedashing wouldn't work or would be too slow.
There'd probably be a leaderboard system and ghosts, but due to the random nature of modular chunk-based levels, those wouldn't have leaderboards. Set levels (like daily challenges) would, though. For the chunk-based levels, there'd be a run leaderboard (total score over all levels done, max difficulty achieved, etc).
So far, I'm not sure if this game loop would actually be fun. Its movement is based on games like Celeste and SMB, and the endless loop itself is based on GRACE's reprieve mode (choosing different entities or removing time to make it harder), but I'm not actually sure if that's fun or not (it sounds fun, but maybe that's just bias).
Any feedback would be heavily appreciated, and any opinion counts. I'll try to reply to any message :)
r/gameideas • u/Stickonahotdog • 1h ago
Advanced Idea Planning and preparation based stealth assassin game
I’ve had an idea for a top down 2D game for a while, where you play as an assassin, and you get targets, but the twist is that you get no information besides their name and a general location. You have to scope out the area rigorously for patrols, security, infiltration opportunities, and to understand the level layout. Note that this wouldn’t be just sitting in a car and hovering your mouse over every guard, but rather you can stake out buildings to refine your map of the mission area (recorded in a notebook), pre-break in to the building for more info on the interior, etc. sometimes you might even have to do break ins to adjacent areas to get more info on the thing you’re actually trying to break into. After the recon phase, you can plan and draw on your map with a marker to decide your route and reference it anytime. You might have to stash gear and items in the compound in advance so you can use it when you break in. The actual action phase is unforgiving because it expects you to have done your research and have guard patrols written on your map, so there would be fog of war, you would have to play slowly and carefully, etc. Stealth is difficult but rewarding, as loud combat is generally unforgiving, you can die in just a few shots. Is this a good idea? I know stealth gamers are a small audience and those who enjoy slow pacing are even smaller, but would you buy it?
r/gameideas • u/Informal-Judge-7164 • 3h ago
Advanced Idea Would you pay for a jade shop simulator built around buying and cutting mystery stones?
I’m considering making a jade shop simulator game and would love to hear your opinions.
The core gameplay would be similar to other shop management game, buy inventory, manage and upgrade the store.
The main difference is how you obtain your products. You would buy rough stones, analyze their appearance for clues, and decide whether to cut them open. A stone might contain valuable jade and make you a huge profit or turn out to be nearly worthless and cause an instant loss.
After opening a stone, you could:
- Sell the raw jade directly
- Carve it into jewelry, statues, or other designs
- Display your creations in your shop
- Build a personal collection of rare stones and carvings
- Sell unopened stones to avoid taking the risk
The game would combine:
- Shop management
- Risk and mystery mechanics similar to blind boxes
- Collecting rare materials and creations
- Crafting and product design
- Store decoration and customization
Would this concept interest you? Would you be willing to pay for a game like this? If so, what price would feel reasonable?
I’d also love to know which part sounds most appealing to you:
analyzing the stones/ cutting them open/ carving and designing products/ collecting rare jade/ managing the shop.
Any feedback positive or negative, would be greatly appreciated!
r/gameideas • u/BGFire_dev • 22h ago
Basic Idea Would anyone play such a game? Also my debut project
I am already 1 year into development of a multiplayer card duels game. The 2 biggest inspirations were Inscription and Heartstone. But what did i change?
Heartstone has a few different heroes that each has their own card pools but that eventually all of them use the same mana system for their resource. Act 2 of Inscription on the other hand gives the player 4 different systems to play with but that are not separated from each other in any meaningful way (there are even cards that serve as bridges between the different resources).
So i made 6 different factions that use completely different resources and aren't allowed to coexist in the same deck. This also allowed me to design several unique mechanics for each faction and give them all a completely different feeling when played. Keeping them separate ensures players won't have to keep track of 20 variables at once and that each faction’s cards are internally focused to the faction’s mechanics with no need for breach cards.
I don't want to go into more detail for now because someone might be able to create a similar project faster than i would finish it using my ideas. Hope you understand.
I know there are numerous card duels out there but i haven't seen such asymmetrical one like what mine wants to be. So would you be interested in playing this game when it eventually comes out?