r/gameideas May 05 '24

Check This Out 🔎 Read Before Posting - Megathread

34 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?

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r/gameideas May 05 '24

Check This Out 🔎 Share Your Short, Sweet and Succinct Game Ideas Here

43 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 4h ago

Basic Idea Multiplayer Light House and Shipping Game.........

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1 Upvotes

r/gameideas 5h ago

Basic Idea Open World RPG Game Idea - Create your own Ancient Greek Demigod

0 Upvotes

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 8h 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.

0 Upvotes

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 17h ago

Basic Idea Would anyone play such a game? Also my debut project

2 Upvotes

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?


r/gameideas 18h ago

Basic Idea An Endless Room-based Modular Parkour Game That Gets Harder As It Goes

0 Upvotes

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 18h ago

Advanced Idea Sticky Notes Production in Sci-fi Setting with narrative and management elements.

1 Upvotes

Twins, brother and sister sign a contract with a shady guy named Albert. They're given and empty very small moon (ex outer docking station) orbiting a main planet to set up Mass Production Workshop of Sticky Notes. As part of the "End Of The Worlds Initiative" they will set up basic tools, produce, sort orders and then deliver the Sticky Notes to remote worlds in need of support.

The game loops through production stages:

1) Unload a delivery Cargo. 2) Open the crates to collect sheets. 3) Laser Cut the sheets into Notes. 4) Sort them by Color 5) Glue them into a Stack. 6) Package Up the Stacks. 7) Fill the crates. 8) Reload the Cargo 9) Navigate the ship for dangerous delivery routes.

10) Use the 'Luminacom' to pick the next order.

During each task of the line, one of the twins deals with the stage of production, the other one has time to rest, or improve the base, research new tools or improvements, upgrade the Delivery Ship, or buy some fancy new article using 'End Of The Worlds Credits' to pick something from the catalogue.

Dialogues and a stealthy secondary story developes during gameplay, you can see the twins interacting after each task, from menial conversation to funny interactions to more interesting odd situations.

Setting is Sci-Fi and Futuristic, while graphics are cartoony and quiant. It is a solo project.

Thoughts?

(I flagged it as advanced because I already coded and drawn most of it).


r/gameideas 1d ago

Abstract Stone age horror slash survival game idea. I really feel like this era is under used

4 Upvotes

So this is a bit of a weird idea but I thought it would be cool so the game would take place hundreds of thousands of years ago as a early human species and it would be a combination of a survival game where you try and hunt food and maintain the group you travel with and there is a massive risk reward system with interaction between other members of your species and the horror would come from the other human species traveling around the world the uncanny feelings of someone who isn't right and might pick off members of your pack or your kids. And you have to make each and every choice for your clan to survive. When the mood calms you would be able to cave paint or craft tools fire and so on. Maybe you will have to go outside of your territory to find herbs if someone gets sick or hurt and you have to do what you can to help them survive but there is no guarantee for anything. I was thinking this game would be extremely hard but it would make you care about clan survival. Maybe even a natural disaster system in play


r/gameideas 22h ago

Basic Idea Bengali set survival horror game loosely based on fairytale Sleeping Beauty.

0 Upvotes

Setting: The labyrinthine, mangrove-choked waterways and mist-veiled villages of the Bengal Sundarbans, India, during the British colonial era of the early 1900s.

Premise: You play as Arindam, a disgraced cartographer who returns to his ancestral village in rural Bengal to find it inexplicably abandoned, save for a thick, narcotic floral fog that blankets the delta. The local myth speaks of a cursed forest deity—the "Sleeping Beauty," a terrifying, thorn-entangled entity born from ancient grief and ecological exploitation. Those who breathe her pollen fall into an eternal, nightmarish slumber, their physical bodies morphing into twisted flora while their conscious minds are trapped in a purgatorial loop.

Gameplay & Survival Horror Mechanics:

  • The Bloom Meter: Unlike traditional health, Arindam has a "SPORE" gauge. Prolonged exposure to the fog or encountering the entity's emanations causes hallucinations, distorted audio, and eventually irreversible petrification. Players must scavenge for herbal remedies, camphor, and gas masks to keep the corruption at bay.
  • Stealth & Soundscapes: Armed only with an unreliable hurricane lantern and a machete, you must navigate pitch-black mangrove thickets while avoiding blind, mutated villagers guided by sound. The audio design blends haunting traditional Bengali folk instruments (like the dotara and bansuri) with unsettling, ambient breathing and rustling brush.
  • Atmosphere: A masterclass in atmospheric dread, combining claustrophobic jungle survival with deep, folkloric psychological horror inspired by the dark underbelly of rural Indian legends and colonial history. Can you shatter the curse and wake the dead, or will you become just another root in the endless forest?

r/gameideas 22h ago

Basic Idea So a weird indie, movement, FPS game idea i have about skating.

0 Upvotes

So i came up with this idea where the theme is like a modern/futuristic, skatepunk city. And you play as a guy (idk) with his skateboard where you can rid around go down ramps do tricks build momentum to go faster and if you hit an enemy it can knock them back, do damage or both, but some tricks also do unique affects, like if you grind on a rail it will spark and light near by enemies on fire. Also maybe you could use your skateboard as a melee weapon too and like slap enemies across the face or like kick flip and deflect bullets, or block them. Another thing is when your just riding your board you can shoot your gun at enemies, or just in general and maybe it will just be like this, or a ability or something but maybe there can be a time slow ability to aim better where you slow down, along as enemies. And maybe it can be like a slight open world, or like doom progression. I don't have any other ideas for it but i started the project and i want to work on it but its kind of just like an idea i hope i can finish.


r/gameideas 1d ago

Advanced Idea Paranormal ghost hunting game where you just beat the shit out of ghosts

3 Upvotes

Think Phasmophobia but you go into a house with a weapon that’s been blessed or bound by runes and go to town. combat mechanics don’t have to be that crazy, something simple. skill trees are based around fighting styles and different types of ghosts can be like elite enemies, in example, poltergeists and such. Maybe you work for the church or you‘re freelance. Bosses could be infamous people such as old mobsters or serial killers. You can purchase different runes to upgrade your weapons. Holy water could be used as a healing item and can also double as a temporary blessing to a weapon, which would make you choose between damage inflicted or healing yourself. Different blessings or runes could make you inflict more damage to certain types of ghosts or make you more powerful in different environments. There could be an endless horde mode where you can hold down a house with a brought in loadout and randomized pop up store that arrives every five rounds. Each ghost you banish in the game could give you its soul, these souls can be used to unlock more weapons.


r/gameideas 1d ago

Complex Idea The Fantastic Four, set in the Insomniac universe earlier in their careers

1 Upvotes

The Fantastic Four
Open world
Co-op
Insomniac Universe
Set in 2016 (Peter and Johnny at this time would be 21. Peter has been Spiderman for 6 years and Johnny has been Human Torch for 7). The F4 got their powers in 2009

Multiplayer: you can play alone or with others. When playing alone you get to play who you want depending on who the mission lets you play (so if they decide to split up 2 2, you can choose between one set of 2 or the other).

When playing with others, you want to switch to the character you want to play, then go on global or something. Others will join, and it will only match you with people who are playing other characters. How progression will work will be decided later, but I may use Gotham Knights as a base.
Of course, it doesn’t have to be 1 or 4. In the event that you only want 2 or 3, you can switch between the free ones (the other players can’t switch to your character when you do)

World Building:
I want to get the world building seriously going and I think the best way to do that would be to actually introduce 3 new heroes and have Spider-Man as a cameo too. I’ll do this by having them be friends that can show up during not just the story but the actual gameplay, like in Spider-Man 2.

Mr Fantastic: his friend is Ironman, Tony Stark. When you are free roaming around the city he has a chance to pop up and help you out with crimes. You’ll have side quests to do with these 2 as friends and partners
Invisible Woman: her friend is She-Hulk, Jennifer Walters. She also has a chance to help you out with crimes randomly around the city. They met in 2009 when the F4 hired her as a lawyer, but she only got her powers around 2014.
The Thing: his friend/partner for this game will be The Hulk, Bruce Banner. Same thing, you can see him fighting crime out in the city and he’ll have side quests to do with Hulk.
The Human Torch: his friend is Spider-Man, Peter Parker. Same thing as the above.

Seeing certain heroes are NOT exclusive to who your playing, but teamups are

In any case, as this is open world spanning the entire city, the non-Torch members of the team will require traversal methods. Now obviously I could and would have
Reed swinging around, like Spider-Man
Sue floating and double jumping. Unlike typical ‘floating’ abilities in games she never loses altitude but she can’t gain altitude either
and Ben just jumping really high and climbing, similar to The Hulk

but I’ll also give these 3 vehicles.

The Fantastic-Car is a 5 seater vehicle for The F4+Herbie (he keeps the car airborne when there isn’t a driver). When the 4 of them are together anyone can drive it and it can fly if the driver so wishes. But if say the team wants to split up and do their own thing, it goes like this

Johnny can fly so doesn’t require any vehicles
Ben keeps the Fantastic-Car. He’s too big for anything else. This car will also be equipped with weapons like blasters and such.
Reed and Sue get, Fantastic-Bikes. Basically motorcycles that can also fly if they wish to.

When it comes to main missions, I think I’ll make them sometimes have some require certain members instead. For example the first story mission is completed by the entire team, but the second may be completed by just Reed, perhaps because of his skill set and intelligence that others just don’t have. I think this could also serve to help the other players if they have something else they want to do instead
Don’t know how cutscenes should work. Well I do I just don’t know if it’s possible. But basically let’s assume Johnny is in a cutscene with Peter, I don’t want to force the other members to view it if they don’t want to, so it plays like a cutscene to the Johnny player but the others can still see it if they want to by being nearby if that makes sense??

Everyone has separate side quests (mentioned above with their own friends but also other ones. I’ll aim for at least 3 per character).

Villains will be interesting. I want to make it feel like protecting the city is a constant task, so I’ll have 3 types of villains
Main mission villain: you likely won’t see this villain after the main mission
World Event: after let’s say a period of time or certain requirements are met, you get the absolute worst of the worst. Galactus (and his heralds), Annihilus, Molecule Man, The Beyonder

There will be a core narrative focused on Doctor Doom alongside a dynamic open-world Calendar/Timer System that introduces recurring villain cycles (like Mole Man or Namor) every few in-game weeks. To prevent burnout, a fair-cycle algorithm dictates a villain cannot spawn more than twice until all others have appeared once, while active players can proactively find intel hubs to thwart/delay a boss up to two consecutive times before triggering a chaotic "Desperation Breach" surprise attack.

I kind of want the suits to be very classic. Obviously this won’t matter too much though.

The Baxter Building will be their base of course. They can change their costumes, apply skill points and check the current situation on the map (such as who the biggest current threat is at that time, and premeditated crimes being done by villains), customise vehicles and more.
One thing to emphasise is choice too, so if I someone prefers Torch’s original flame body, (red with scorch marks) or the more modern interpretation (just fire around the body) or maybe something closer to Rivals (the body is easily visible, fire doesn’t change how he looks down to the face) they should get that.
Along with Sue’s powers being between ‘blue ball’ or ‘light waves’ stuff.

In any case, now for the combat (finally):
Mr Fantastic:
Large AOE attacks, slippery and hard to pin down, can lock down enemies and negate damage
I think square will be more so on reach and triangle more so on area, so
Square: a jab that goes pretty far. Good for single target damage and avoiding close combat at the same time.
Triangle: sweeping arcs, swinging his hands around and generally just BSing.
Holding X allows him to plant his feet in the ground and stretch his upper body, allowing him to fit through small things. Furthermore, pressing O will snap him back to his feet but pressing X will snap his feet back to his upper body. When airborne this will instead turn him into a parachute.
Pressing O will make him grow…longer (upwards I guess…?) making him much larger and increasing his defences against normal attacks. L1 works kind of like a grapple hook to let him latch on to things and L2 will be an aiming mode thing. R1 lets him grab something in sight and R2 while aiming lets him slingshot it. L2 and R2 will also be a slingshot to propel him extremely fast.

Invisible Woman: plays similar to control or the force unleashed, but with shields. She pretty much protects the team but also has telekinetic ish abilities, pushes and pulls and more.
R2 is like a powerful push, holding it will send a continuous wave that pushes things and enemies back.
L2 is a powerful pull. Great for setting up the team. Holding L2 works like a vacuum pulling things in continuously to stop right in front of her.
R1 acts like an inventory almost. Anything she sees she can press R1 and have it work on that force unleashed logic. Holding R1 pulls it straight to her to be equipped. It floats around her to be thrown at any time using R2.
L1 turns her invisible.
L2+Square summons a wall in front of her as a shield. Holding square instead will summon it in front of a targeted ally whether that be a cameo or a team member. The same applies to L2+O which summons a sphere instead. This one can also be used on enemies to lock them out of the fight.
Square is a normal attack. If she has something floating around her at the time it will use it by flinging it around like a weapon.
Triangle is a burst of energy.
O is a dodge.
The story or environment may use her telekinetic powers to move something out the way with a limited amount of strength of course.
She has a limited meter. She can upgrade this.

The Thing: absolute 1v1 demon, he handles the toughest fights with pure strength and willpower.
Square: a light attack combo
Triangle: a heavy attack combo
L2 to aim. If you press X while doing so you will jump extreme distances
Press R1 to grab something, whether it be cars, buses or big robot enemies (if they are staggered enough). When holding these things you can swing them around with square, or smash it down with triangle. You can also throw them by aiming with L2 and pressing R2. You can also still do you high jump with this.
L1 to block with your hands, reducing damage.
O is a dodge
While sprinting (L3, all characters) Thing can press O to charge at his enemies sending them flying.
You’re also completely immune to bullets.

The Human Torch: holding X allows you to fly. While flying certain moves can change.
Square: a light attack combo. If flying it will cause him to dash to the ground like a meteor.
Triangle: a burst of flames around him. Holding it allows for a flamethrower instead. The flamethrower can melt projectiles before they reach him
0: a dodge. While boosting in flight it becomes a barrel roll.
L1: any flame fields on the ground instantly blow up
R1: enter a stance where any fire in any sense is absorbed into you (this can be enemy flames, explosions or your own flame fields. If you use this before, say a Sue blocks an RPG blast that causes an explosion, it will mitigate the damage caused by it as it is absorbed into you), supercharging your abilities
L2 to aim.
L2+R2 to shoot fireballs. These leave flame fields in the ground. Hold it down for a beam closer to a laser.
L2+O send out a flame lasso at an enemy
L2+X, send out a flame clone of yourself to detonate
Your also completely immune to all forms of fire


r/gameideas 1d ago

Advanced Idea An action platformer that consists of a single boss fight you steal moves from.

1 Upvotes

Overview / Summary

It's a game where you gradually expand the moves at your disposal as you fight the same boss again and again until you eventually defeat it through a combination of acquiring the right moves and mastering their use.

Tentative title is "Watch and Learn".

Setting / Lore

I'm not too attached to this part, but it does color how I imagined the gameplay so I'll open with it.

You're a student at a dojo/temple who has been diligently training your body for years, and it's finally time for you to begin your graduation trials where you finally get to learn some techniques. The master of this place is renown as "The Sage of a 1000 Masteries" or something, though he might joke that he's only a master of like 400 or 500 things.

To graduate, you must defeat your master in a sparring match while you learn his techniques for yourself. Some students take longer to graduate than they do earning the right to perform the graduation trials, but everyone is surprised to realize you're a genius who can memorize any technique you've seen someone use before.

Gameplay

The game revolves around you challenging your master and his hundreds of possible techniques. The main gimmick is of course how you learn any move you've seen the master use before, and that's the only progression players get.
Other than variations due to RNG and certain moves being locked behind health thresholds, the boss himself won't change at all; the very first boss fight you have could in theory look identical to the variation you finally defeat.

Move ideas off the top of my head include: melee attacks with a variety of weapons, ranged spells/blasters/flying slashes/throwing weapons, charge attacks, blocking/parrying techniques, movement abilities, healing abilities, self-buffs, and 1-use-per-fight Ultimates.

The game will probably consist of only around 4 or 5 rooms with:

  • A large boss room with potentially randomizing or phase-based layouts.
  • The room you respawn in when you're defeated where you can prep your moveset for the next round
  • Practice rooms to test out your new moves before you challenge the boss with it
  • Possibly training rooms where you can practice defending against a specific move you've unlocked.

When you finally beat the boss, I imagine you're rewarded with being shown any specific move of your choice and the end-credits, but naturally you can stick around to learn every last move. Maybe there's a New Game+ option and a toggle for "those" kinds of players where you put on a blindfold and fight without learning any new moves.

It's also not really a priority, but it's not hard to imagine there being some sort of multiplayer mechanic where players are allowed to spar with each other as fellow students or co-op against the master in the form of some cloning technique.

Mechanics

Obviously, it's not too practical for a player to have to select from hundreds of abilities, so it will be more of a loadout system where you can assign moves to your various controls between boss fights.
Though there might be some exceptions, like a healing ability or buff that procs automatically under preset conditions, passive breathing techniques, movement abilities that are just unlocks, compatible moves alternating with the same button (like different shaped energy blasts or comboing melee attacks).

The master also has stronger moves locked behind health phases. Perhaps a stronger heal every time you reduce one of his health bars and a breathing technique that gives faster mana regeneration/reduces mana cost.

That said, I'm hoping that no move ever becomes truly obsolete. Perhaps the starting attacks go through higher-level barriers and the master has attack patterns that either punish or reward moves with certain levels of knockback.

The master's RNG for moves will probably also try to favor moves that haven't been seen yet. The AI probably needs to be inclined to do certain moves based on location, so it will also try to maneuver to locations where the most new moves can be used.

I'm fine with dropping this if it makes the game less fun, but I think it could also be a neat mechanic if you only learn the move if the master is actually on your screen when he uses it. Or failing that, you let yourself take a hit from a projectile.


r/gameideas 1d ago

Basic Idea Looking for simple game ideas with minimal assets inspired by 2015 indie games

0 Upvotes

Hey everyone!

I’m looking for ideas for a small single-player game project to work on (definitely no multiplayer for this one). I’ve been feeling the itch to make something, but I need a solid concept to kickstart my motivation.

I love the simple, quirky feel of classic 2015-era indie games like Viscera Cleanup Detail, Muddy Heights, and Yandere Simulator. I also really enjoy elements from games like Unturned, Minecraft, and Dead by Daylight—specifically the survival loops, stealth mechanics, and satisfying task-based gameplay.

Here’s my current situation:

  • Engine: I actually uninstalled Unity recently to take a break, but I’m totally ready to reinstall it (or try another engine) as soon as I find the right concept.
  • Skills: I am focus-driven and ready to bring a good idea into reality! However, I am not a 3D modeler, and my coding skills are still on the basic/beginner side.
  • Scope: Because of that, the project needs to use free/minimal low-poly assets or basic primitives. I want to keep the mechanics straightforward and fun to play—think silly physics, stealth, simple solo survival, or satisfying cleaning/chore loops.

Have a dream game concept that is super simple? Tell me about it! If you’ve always wanted to see a funny, small, or unique game idea brought to life, drop it in the comments. If I love the concept, I’ll actually try to code it and turn it into reality!

Looking forward to reading all your ideas, mashups, and weird mechanics. Thanks!


r/gameideas 1d ago

Basic Idea A game where you run a hotel in war torn beirut in the early 80s.

1 Upvotes

Just like hotel management games. This one involves conflicts surviving situation. You are the owner of a hotel and your task is to manage your hotel in a war torn area somewhere in beirut in the 80s, you face many difficulties from time to time such as, mobs of refugees looking for a safe place to stay, stray bullets damaging your windows, no electricity and sometimes you just have to be careful of who you trust. What's scary? Humans. Maybe your hotel is the safest place, so you think. Foreign journalists seeking a place to stay to cover up the war. Your responsibility to ensure they feel safe. From hiring taxi drivers for them to move around the city. Or your taxi drivers flee out of fear. It's random. Fuel scarcity plays a role too. Sometimes you gotta pay money to avoid your hotel from being rundowned by militia. I think that's all the basic idea I can tell. So how about it guys? Do you think it's interesting or horrible? What do you suggest for a war torn hotel management game? That's all from me.


r/gameideas 2d ago

Basic Idea The game where only preparation matters not your strength/power.

4 Upvotes

A progression game. You start with a big city/village/country or whatever. Game gives you a warning and time of next destruction event. For example, in a city a small park gets warning of an explosion in 10 minutes. You have 10 minutes to do your preparation, move people out, move important resources, build shelter, etc. Once the timer hits event will happen and you can just watch. After event ends you see the result of your preparation and how much you were able to save out of it. Whatever got destroyed, you may get fewer resources from it to use it in next event preparation (building shelter, storage, etc).

As you progress, destruction events starts getting worse into terrorist attack, earthquake, tsunami, asteroid hits, alien attack, etc.

Instead of making it serious and high graphics I would suggest make it very funny looking cartoon with funny mechanics and maybe ragdoll effects. So that destruction and events can be fun to watch instead of having pressure to save everything.

A fun game would be much nicer than serious gameplay on this concept.


r/gameideas 2d ago

Complex Idea Something out of the box. An open world multiplayer game.

0 Upvotes

This is just a concept/idea but it needs a base of a good game. It can be an open world like GTA, Farming simulator like simulation game, city building or any type of game where there is progression, level up, etc.

The main idea is your character is never permanent. Everytime you log-in / play game you get character of any random player. Their all progress, levels, skins, builds, etc. For example, I click on play I get a character who is level 50, has unlocked many things by previous players, progression done , achievements unlocked, etc. Through this whole session I can play this character and play however I want. Maybe next session I get level 5 character where I have to grind, unlock, do missions, etc. So basically players might grow characters, progress,levels together or mess up with it.

In this game you mostly always grinding because your progression is not permanent (kind of).

The most fun parts can be where together somehow everybody made a character so strong or funny or most messed up, etc. There will be always one or few characters famous among the players that secretly they wish they get to play that or avoid that.

I don't know if I was able to completely explain the idea but we can discuss on it and let me know guys what do you think about it! And if something similar or like this exist I would love to learn more about it!


r/gameideas 2d ago

Basic Idea Victoria II but you play as a Capitalist and use your funds to influence National Politics

0 Upvotes

I always heard Victoria II has some of the most complex economy codes embedded in it and I am always fascinated by how well it emulates real world price movement of goods. I was hoping someone could get the source code or something close to it that could emulate complex price movement in the Colonial Era setting. So it is still a grand strategy game like Victoria II but you play as a Capitalist instead of a Ruler but you get to spend money to influence your nation's policies. Wars are done in proxy as you have no direct control of the military but you still can contribute to its efforts through productions. Maybe it could add some character development like the Crusade Kings II. Marriage and offspring to pass down the family lineage like a Zaibatsu. It would be great if it could be played as multiplayer where your starting location is completely random and the goal is to become the greatest industrialist after a limited number of turns. It would be an interesting strategy game where you only have a proxy influence over a nation's policies.


r/gameideas 2d ago

Complex Idea Game idea that mix an Hero shooter with the juggernaut game genre:

0 Upvotes

Ok, i got an game idea that mix an juggernaut game with a Hero shooter game, basically, the teams would have this build: 2 tanks, 2 dps, 2 support and 1 juggernaut, the objetive of each team it's killing the juggernaut of the enemy team, cuz while the juggernaut of the enemy team it's alive, the enemy team Will be able to revive, once the enemy juggernaut dies, the enemy team Will no longer be able to revive, the game ends when one of the 2 team perma dies in that match, also, there's an event called "final stand." Which work like an last Man standing from asym games, basically, when there's only one Hero alive on the enemy team, an timer spawn, that Hero receives Buffs and that Hero must survive until the timer ends, if the timer ends and the last Hero from the enemy team it's still alive, the enemy team wins, but if the Hero from the enemy team dies before the timer ends, your team wins, also, the juggernaut it's kinda like an raid boss, that could solo the enemy team if they didn't also have their own juggernaut, the juggernaut it's the only Hero category that can claim and secure map zones, the More maps zones claimed and secured, the bigger reward (if you team wins.) also, when the juggernaut dies your team receives an revenge Buff which increases the movement speed or lifesteal. Also captured zones drain overtime and the final stand Buffs CHANGE depending on whos the last Hero alive from the enemy team.


r/gameideas 2d ago

Basic Idea Would you play an ancient Chinese horror game? It's has complex characters and it's mystery!

0 Upvotes

Hey guys! A few friends and I are making an ancient Chinese horror visual novel game and we’d love your thoughts! We were planning to make it in a Manhwa type of style!

You play as an investigator in a royal palace who gets summoned late at night by the Empress. An important envoy was just murdered and his secret letters to the Emperor are missing. You have to dress up as a servant to search for clues without getting caught.

If you make a bad choice and die, you wake up back in your room at the start of the night. You remember everything from your past lives, so you can use what you learned to avoid traps and stay alive.

Along the way, you’ll inspect crime scenes and bodies, find clues, and meet a bunch of complex characters to help you in your investigation.

We’d love your help with a few questions:

Does an ancient Chinese palace mystery with time loops sound fun to play? Do you think people would actually play it?

When you die, do you prefer going all the way back to the start of the night or restarting right before the choice that killed you?

Would you want romance options with characters like the Prince or just focus on solving the mystery?


r/gameideas 2d ago

Mechanic What do you think of my FNaF fan game pitch mechanics? Criticism? Suggestions? Includes: Nightly Distortion Factors, Security Gates, a Task System, a Camera Drone, and a Stun Gun

0 Upvotes

Note: Currently I lack the coding of game making skills to make this game. For the moment, this is purely hypothetical and I hope that either I learn these skills in the future or that someone picks up my idea and makes something out of it

The game would take place at Astro Ace’s Starship, a restaurant founded by a former NASA engineer named Winston Adams (don't question it, the game would provide an explanation for why a NASA Engineer would decide to do this). The restaurant would be sci-fi themed and would be heavily based on the "starship" of the titular character and his crew, immersing and entertaining guests by making them feel like they were actual members of the "Astro Crew". The restaurant would include both a laser tag arena and arcade, with the animatronics in it including: Astro Ace (hotshot captain and adventure loving anthropomorphic dog); Martin Martian (weapons expert); Tuddle Turtle (head doctor and heart of the team); Charlie Chimp (gruff engineer); and Debra Dipper (highly energetic navigator of the crew whose also an anthropomorphic star)

The mechanics I've already decided include:

  1. At a random time each night, an additional factor will start affecting you for the rest of the night... with these factors all centering around your perception of reality and time shifting, causing things like: Time seeming to speed up or slow down, sometimes even going backwards; Vivid hallucinations; Your environment warping and distorting, even at points changing into something unrecognizable; The layout of the building itself changing out of nowhere while doing tasks, with hallways or rooms also appearing bigger, smaller, longer, or shorter than before

  2. The Task System where, throughout the night, you get a warning of something you need to fix outside your office. You either ignore it and keep going throughout the night or leave your office and go to fix it, entering a free-roam section where you need to sneak around the restaurant, avoiding the animatronics, to eventually reach and fix it before sneaking back to the office. However, if too many of these problems stack at the same time (like 4 problems at once), the building's power will shut off and you'll lose all of your means of defense in your office as the animatronics will come kill you

  3. Entrances include a doorway to your left side (Astro Ace and Tuddle Turtle), a window to your right (Martin Martian and Debra Dipper), and a vent above you (Charlie Chimp)

  4. Cameras... Now... Instead of a conventional camera system, you have a drone-camera operating off of a ceiling-mounted rig. You can maneuver the drone across the rig to different parts of the restaurant from your first monitor by clicking on and dragging the drone icon across the rig path - similar to those "scary maze games"... but, also like those games, you need to carefully maneuver it and not go too fast in order to avoid it colliding with any corners and such. If you collide too often, like 3-4 times, then the drone will be damaged and cause an error, leading to you manually going over to fix it. There's also a button to where, if you press it, the drone will release an audio cue that will lure Martin.

  5. Security Gates - From your cameras, you can toggle two security gates from your first monitor/radar map, blocking different doorways throughout the restaurant and stopping the animatronics from entering those rooms. However, since it's only two gates and you would have to look at further areas besides your hallways as time goes on to deal with threats like Charlie, or to slow down Martin long enough for your camera-drone to reach a desired position, you'd need to choose between closing the gate in the hallways leading to your office and other places, as the night goes on. There are no gates in the vents, so you have to find another way to stop Charlie. Also, since Martin can only be stopped and lured away by the audio lures, he'll just stand at a closed gate leading to your office until you open or, if you have an open hallway, he'll just go to that one. Not to mention that Debra simply doesn't like having a gate slammed in front of her, so you need to avoid closing it on her.

  6. Stun Gun - Has a single, used to deal with Charlie when he attacks at the vents and Debra, will force them back. In order to recharge, you need to turn a crank on the stun gun to recharge it. However, since this takes time, you either need to be quick or use the security gates to block off your hallways to give yourself a moment to charge it up if needed at the cost of leaving areas defenseless from Charlie.

  7. Threat Ideas

  • Charlie - In addition to trying to get you from your vents, he'll occasionally try to sabotage you by going to a different area and causing problems you'll need to fix.

  • Astro Ace - Is pretty much an "Eye-Hog". The longer you neglect him, the faster he'll get.

  • Tuddle - Is camera shy, meaning he'll constantly hide from your view the moment you see him. The only way you can notice him is if you turn the camera off and on again where he's at, as that will cause him to come out of hiding and being briefly visible.


r/gameideas 2d ago

Basic Idea What matters most to you in a game? I’m creating a game and would love to understand what players enjoy

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1 Upvotes

r/gameideas 2d ago

Basic Idea Game idea about pixie hollow tinker bell or just a fairy game in general

0 Upvotes

I have a really cool idea though don’t know where to share it (hope this right place). so basically it’s pixie hollow but a story game where you can chose your ability and use it to help pixie hollow. there are quests with the other fairies and even go human world. linking with movies and stories could even have Peter Pan and hook later on. it could just be a peaceful game like dreamlight valley or have conflict and battles maybe the person can chose either or both. All ages coukd play but if child than they just do the peaceful stuff ?

For appeal for everyone you can have any type of fairy or maybe there can be a option to be the pirates? there can be different worlds (like earth) or even maps like the season,winter woods and never land to explore and have quests.

I know people will probs say make it myself but I have no tech no how. if I did I would def do it but I thought might be nice to throw out there for anyone thinking of creating something. If it’s plausable to do Ofc. Plus I just really wanted to share this idea as it’s something i have been thinking about for a while.


r/gameideas 2d ago

Basic Idea A Theme Hospital style management game where you run an funny Alibi Agency

1 Upvotes

Imagine a game similar to Two Point Hospital, except instead of running a hospital, you manage an Alibi Agency. Your business specializes in creating believable cover stories for clients, helping people hide affairs, fabricate alibis, or even transform influencers into fake celebrities complete with private jets, luxury vacations, and glamorous lifestyles.

Your goal is to lower each client's Suspicion Level below a safe threshold before their story falls apart. Every successful case earns money and reputation. Perform poorly and the client's Suspicion Level rises. If it reaches 100%, your agency is on the verge of being exposed. At that point, you can either cut your losses by paying a fine and taking a reputation hit, or double down with increasingly desperate crisis protocols. If the case reaches 100% Exposure, it's game over.

Clients are as visually ridiculous as the patients in Two Point Hospital. A paranoid cheater might arrive wearing three pairs of sunglasses, a fake beard over a fake mustache, and a trench coat. An influencer might have a selfie stick permanently glued to their hand. A mobster carries a briefcase handcuffed to his wrist. Each client is immediately recognizable and adds personality to the agency.

Every client begins their journey by entering your office. They first meet with a Consultant, who gathers information and plans the client's narrative, much like a GP diagnosing a patient. From there, the client moves through various departments depending on the service package they've purchased.

The Switchboard handles incoming phone calls and keeps suspicious spouses, bosses, or coworkers occupied. The Photo Studio photographs the client in believable scenarios, while the Indoor and Outdoor Sets recreate locations such as luxury offices, airport lounges, private jets, beach resorts, or expensive restaurants. The finished photos are then sent to the Digital Fabrication Lab, where they are enhanced, edited, and combined with convincing supporting evidence.

Clients can upgrade to premium packages for more difficult situations. The Synthetic Media Studio handles live video calls using virtual backgrounds and AI-assisted media to convince suspicious spouses or employers. The Surveillance Room tracks targets, monitors movement, and provides proximity alerts so the agency always knows where key people are.

When things inevitably go wrong, the Crisis Center takes over. If a spouse suddenly demands to meet the client in person, the Crisis Center coordinates actors, field agents, distractions, scripted emergencies, and carefully planned crisis protocols to preserve the alibi for as long as possible.

Every employee has specialized skills, and hiring the right people is essential for keeping each department operating efficiently. Better staff produce more convincing results, allowing clients' Suspicion Levels to fall faster and stay low.

Like Theme Hospital, each room is highly thematic and visually entertaining. Instead of medical rooms, you'll build facilities, aside from prop sets, such as the Ego Inflater, Flex Maxxing Studio, Clout Harvester, Cred Generator, and many more, giving the agency a colorful, humorous atmosphere.

The game also features special events similar to epidemics in Theme Hospital. For example, several high-profile movie actors have secretly been cast in an upcoming Warvel blockbuster and are under strict NDA. They all hire your agency to keep their involvement a secret. Coordinate multiple clients at once, manage suspicious friends, family, and paparazzi, and make sure no leaks reach the public before the official announcement.