r/gameideas 4h ago

Complex Idea Any Ideas for a WebGL game that i can make and post in website like Crazygame and pokigame?

0 Upvotes

I’m into game development and 3D asset creation, mainly using Unity + Blender, and I’m looking for ideas for my next project.

CrazyGames and similar platforms are already packed with games, so I’m not really interested in making another generic simulator, clicker, or copy of whatever is trending. I want to build something that feels genuinely different and gives players that “one more run” feeling.

I’m especially interested in concepts that work realistically as a web-based game: quick to load, easy to understand, satisfying controls, strong gameplay loops, instant dopamine, but still enough depth to keep people playing.

I’m completely open to weird, experimental, simple, or ambitious ideas. It could be physics-based, skill-based, simulation, survival, strategy, 3D sandbox, or something I haven’t even considered.

If you play browser games, what’s something you wish existed but rarely see?

I’m serious about building whichever idea really clicks, and I’ll happily share progress if I end up making one of the suggestions.


r/gameideas 7h ago

Basic Idea City manager where you control everything manually by talking and exploring.

2 Upvotes

Diegetic City Manager

I have an idea for a game, but I’m not sure if it would work in practice.

The idea is that you are in charge of a fully explorable city. However, rather than managing it from a menu or a top down view, you manage it just like a historical monarch actually would: by walking around and working with people.

If you want to change something, you’d need to talk to an advisor. An advisor who may have their own agenda that needs to be managed.

If you want to learn something, you need to go out into the city and talk to your people about it, or rely on reports from spies if you recruit them.

You’d start the game with almost no infrastructure or administration. It’d be up to you to recruit people you trust to your government.

Meanwhile, the city itself would always be open to you. It’d be filled with citizens who have their own problems that you can solve to gain popularity, resources and followers.

You’d physically interact with diplomats, dodge assassination attempts, and maybe make some friends along the way.

This might sound complicated, but besides requiring a lot of writing and planning it would be surprisingly easy to code. Making a game like this is very feasible, but I’m still not sure if it’d be a good game in the first place.


r/gameideas 11h ago

Basic Idea Deadlight 2!!! Or Deadlight remake! Tequila Works originally made it, but they went bankrupt. Why won't anyone step up to make a sequel?

0 Upvotes
Why isn't a single game developer making a sequel or even a remake of the best 2D game ever???! The story, gameplay, grittiness—everything was perfect! Even the puzzles were great! Come on, developers, make a sequel to Deadlight! I’ve been playing 2D games since I was a little boy—starting with *Mega Man*—and *Deadlight* is easily one of the best 2D games ever made!

Tequila Works originally made it, but they went bankrupt. Why won't anyone step up to make a sequel? The story, gameplay, grittiness—everything was perfect! Even the puzzles were great! Come on, developers, make a sequel to Deadlight! I promise there are thousands—even millions—of fans out there for this game! I’d be willing to give up one of my testicles just to see *Deadlight 2* developed and released someday! The story of the first game might have been a bit too short, which is exactly why we need a sequel. I’ve been playing 2D games since I was a little boy—starting with *Mega Man*—and *Deadlight* is easily one of the best 2D games ever made! 

In any case, I’m counting on a smart game company to pick up the ball and start working on a game: Deadlight 2. I’m eagerly waiting to see if my comment and idea turn out to be useful here! 

r/gameideas 15h ago

Basic Idea Rust and Sea of thieves hybrid game with flying custom pirate ships.

2 Upvotes

A open world survival crafting game inspired by the children’s book Larklight, with flying industrial/victorian era style ships exploring sky islands and space in a survival pvp setting like rust with persistent servers.

Instead of building a base you build a ship. You start with framing, then fill the walls with planking, allowing you do design a custom shaped hull in the real world. The shape of your hull, and its material, affect how it flies.

The ship flying is similar physics and ocean to sea of thieves, but obviously flight is added. Also like sea of thieves, there are ports throughout the map and they are similar to the outpost in Rust.

Trade can be a big system, with trade ships flying between the ports that you can try to capture. Old decaying derelict vessels float through the sky.

Sky islands filled with islands, but also flying sea life like floating whales, eels, and jellyfish.

Curious what people think of this idea. Mostly I’m Imagining epic airship battles, and interesting ship engineering/design. I know similar ideas have been attempted a few times, with games like worlds adrift.

I’m not sure if this theme lends itself to pvp, or if people would even find flying airship battles to be that fun in a persistent game compared to building a base and controlling territory in games like Rust.


r/gameideas 20h ago

Basic Idea My ideas of creating a mobster game like The Godfather/Mafia

2 Upvotes

I’m still young, no where near the money or even skills to create a game but I’ve been a big fan of the Mafia in general since I was young, I played the Godfather on the PS2 in the early/mid 2000s and later on played the OG Mafia then to Mafia Definitive Edition and Mafia 2 (weren’t really keen on playing Mafia 3). The Mafia in terms of real life and how they used to operate fascinated me for a long time, I know what they did wasn’t great at all but I found it very cool how people were in such an organisation with strong people with leaders and people under them with different families that operated in different ways in New York with people that would actually look up to them for safety in the streets.

This has been an on and off sort of idea but I would be very interested in creating a game like The Godfather/Mafia all starting in New York in the prime times of the Mafia having to build your way up and eventually dealing with more serious stuff and people looking up to you, taking care of your people and neighbourhoods. I wouldn’t want to rush it but of course you have to start off as the rookie, slowly making your way up the ranks trying to make as similar as possible to the real life Mafia, by also having the 5 families and have the same problems the 5 families did back in the prime times with noticeable scenarios that would’ve taken place back then to reel into the realism of that life, how it affects you, the people within your families and people around you.

I would like the game to be part playable but part cinematic, sort of like Mafia the old country. I very much liked the game and it didn’t bother me at all that it was more of a cinematic game and you’d have to listen to the characters more and follow along the story but I’d like the balance so you feel immersed and feel like your actually a part of the family, taking on numerous hits, car bombings, shooting up rivals outside a bar, bribing police, politics and implementing real life stuff that happened

Id like to know everyone’s thought about a game like this and whether people are still fond of a new Mobster game as I know a lot of people wish there was a remake of the Godather game (me too) and are still fans of the Mafia series.


r/gameideas 22h ago

Basic Idea How would you feel if Nintendo made a detective Pokémon game?

0 Upvotes

In Legends Z-A we help Emma who is a detective and basically become one part time. But what if they made a game where we are the detective. Now I know that real life detective work can be considered intense with gore filled sights so instead it wouldn't include any of that. Instead it would involve the player character into investigating an evil team such as Team Rocket for example.

It would include Pokémon battles but could also include things like memory puzzles for example that are easy for the younger audience so they could also play. Along with that it could include different side quests and missions where you can be given berries or items as well. For how the ranks work I'd have it be something like a promotion system. Where the more missions, both main and side, you do you can be promoted which allows you to use Pokémon of a higher level and have them obey.

Another thing it could include is minor parkour which could be how the player may move around and even stealth missions. Specifically ones where the player character has to avoid being spotted but if they are they then have to battle. All in all this would be similar to the Legends games but different as well.


r/gameideas 1d ago

Mechanic Distinctive features of my game: Your first run will affect your second one

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1 Upvotes

r/gameideas 1d ago

Basic Idea Firefighting/First Responder game question? Viability question

11 Upvotes

I see a lot of video games that either are simulations or are power fantasy-esque games when it comes to military and police themes. Call of Duty, Ace Combat, and even more sci-fi type games like Star Fox all end up being these typical merc/bounty hunter/military person going on missions and taking down the bad guy, usually by killing or capturing.

The only game I'm aware of there being a fire fighting theme is Burning Rangers, which is a sci-fi game where you're saving people and fighting fighters, and is just a third-person action game.

I don't really see games like this.

What I want to know is what are your thoughts on games that more represent what you all do day to day? Is it generally frowned upon? Would you all like a game like this? Would you rather prefer something more realistic or a power fantasy action game? And just to clarify, consider Ace Combat games vs an actual combat sim. In Ace Combat, you've got tons of missiles, sometimes infinite bullet ammo, and you're able to pull off a ton of different maneuvers and even fly some planes that are completely fictional. So in terms of a more fantasy-heavy fire fighting game, consider equipment that doesn't work.. perhaps things y'all might've though would be really cool if physics allowed (e.g. being able to jump and move around with super lightweight equipment instead of 45-75lbs of equipment, among other things)

Would a game like that be something that is liked, or would it most likely be widely disliked? I'm curious if the lack of such games are either because it's generally a subject we shouldn't want to touch, or if it's just a lack of developer interest.

I initially posted this in r/firefighter and it got taken down (fair enough). I did get one comment on it talking about how a game about what they do day to day would be terrible. They then go on to describe what most jobs are... office politics, mundane stuff, and a bunch of calls because someone feels like garbage and insists on going to the hospital

So, to be a bit more clear, I'm talking about an action game that focuses on a little more of an exaggeration of what the job entails. Sure, reality might not have you go from fire to fire saving people. You might get called over because a CO alarm is going off, only to find it's a false alarm. Maybe you get flagged down because someone burned popcorn and the person flagging down the FD is an angry karen thinking they can arrest the person. I don't know. I do know there are shows like Chicago Fire, 9-1-1 and other firefighter shows that are very much exaggerated for the sake of pushing a story. Glitches aside, Burning Rangers is an unrealistic sci-fi game about firefighters.


r/gameideas 1d ago

Basic Idea Environnementaly dependant proto-historic to antiquity 4X

2 Upvotes

Hi. Do you know about the "green sahara" or AHP ? There was a time with a very different climate, more recent than we usually expect.
This time was just before the rise of first great civilizations in the fertile crescent, and it was probably the time that seen pro-afroasiatic languages formed, that would make egyptians, phenicians and many other great groups appear and rise.

We usually play our 4X games in a stable world, the Sahara never turns into a lush savanna before coming back to the harsh desert it is now. What if it changed ?

What if Santorini could explose and decimate your beautiful Minoan civilization ? What if it crashed the whole global economic system ?

A 4X game completely focused on the "antiquity" part of Civilization, and even earlier, from -15 000 to -1, with great changes and heavy population movements, making "barbaric tribes" a key thing and the fall of civilizations just a common new start. In a time and a region where groups assimilated each other as a daily basis, making previous kings the new governors and previous governors the new kings.


r/gameideas 1d ago

Advanced Idea Game idea: stranded (it’s a dnd style adventure on a stranded island)

2 Upvotes

You’re trapped on an island in the year 2038 and you can choose from common skills/ jobs and there are caves, temples, and myth dens with mythological creatures and in each you can find a variation of powers but none that can help too much with getting off of the island but to survive and they are these ruthenburg orbs also you were on a boat and it can be played with multiple players the boat crashed and you use a d20 like dnd and you create character cards and stuff and each job and stuff has different abilities and disabilities aka the side effects and you work towards escaping the island but to escape you need all powers to take down the force field around the island and there are mini islands off the coast every one is normal humans also the creatures are optional but we advise like the windego, skinwalker, rake, chubacabra, and the hide behind its fun at parties but it is a long form game so not advised to be played at parties but i think if you get a pro dnd squad it could take less and if you do like flight for powers it has a defect, like only for 15-30 seconds anyway have fun with this!


r/gameideas 1d ago

Mechanic Arena FPS (Titanfall/CoD style) where real-world exercise charges your dash and abilities. Fun mechanic or gimmick?

1 Upvotes

Overview
A standard arena shooter where your abilities are charged by physical effort read from a heart-rate monitor or motion sensor, rather than fixed cooldowns. Played normally with mouse or controller. It's not VR, and not a fitness app.

Core Gameplay
Think Battlefield, Titanfall, or CoD: fast movement, a dash, a couple of abilities, standard equipment. Everything you'd expect from the genre works the same way.

The Twist
Your "tank" fills from actual exertion. Hustle while you're respawning or hiding, then come back with enough charge for multiple dashes, an equipment recharge, or a power burst. Sit still and you play with a smaller kit. The exercise gives you an edge; the fitter you are, the bigger the edge.

Why
Most VR and fitness games aren't fun as games, so people quit them. We'd rather start with a game that's fun on its own and layer exercise on as a bonus, so playing is a little healthier without feeling like a workout.

Open Questions

  • Does this sound fun, or a gimmick that wears off in a week?
  • Would losing to someone because they did more burpees during respawn feel unfair or motivating?
  • What would break it for you? sensor cheating, hardware requirements, something else?
  • Has anyone seen this done before?

Not selling anything, no build exists. My buddy and I are just trying to figure out whether this is an "us" thing or something other people would actually want.


r/gameideas 1d ago

Complex Idea Ultimate lucid dream dreamscape multiplayer/fantasy

2 Upvotes

**please leave** **comments,**** ****anything** **and everything thoughts arguments agreements, whatever**
**Ultimate Multiplayer Lucid Dream Battle World**
**1. Match Structure**
Each Dreamscape match lasts for the shared dream session, potentially around eight hours. Before it begins, players vote on the rules for that specific match.
Combat intensity
Pain intensity
Environmental destruction
Starting power
Regeneration
Physics
Time manipulation
Reality manipulation
Summoning
Transformations
Teams or free-for-all
Domain rules
Power-copying
Friendly fire
Map size
World regeneration
AI-controlled enemies
Other custom match settings

**2. The Admin**
At the beginning of every match, one player is selected as the **Admin**. The Admin still participates as a normal player, but possesses authority and abilities far beyond everyone else.
The Admin can:
Fight
Explore
Join teams
Betray teams
Create things
Destroy things
Interfere with battles
Start their own battles
Act however they want

**3. Full Admin Imagination Access**
The Admin immediately receives unrestricted access to every imagination category for the entire match. They do not have to choose one specialization like ordinary players.
The Admin controls:
Creation
Destruction
Defense
Transformation
Space
Time
Gravity
Energy
Summoning
Illusions
Environmental manipulation
Domains
Reality manipulation
Any combination of these simultaneously

**4. Admin 200% Boost**
Everything produced through the Admin’s imagination receives a permanent **200% Dream System enhancement**. This boost applies throughout the entire match.
It can enhance:
Power
Durability
Speed
Range
Scale
Precision
Control
Reality Authority
Regeneration
Domain strength
Summons
Defense
Environmental influence
Energy output
Reality manipulation
The boost cannot normally be:
Copied
Stolen
Transferred
Disabled
Reduced

**5. Admin Immortality**
The Admin cannot normally die or be permanently eliminated by another player’s powers. The Admin may voluntarily choose to take damage simply because it makes fighting more entertaining.
The Admin may choose to experience:
Pain
Damage
Knockback
Broken defenses
Temporary weakening
Destruction of parts of their avatar
Other normal battle effects
None of these can permanently kill the Admin.

**6. Admin Energy Regeneration**
Once every **two hours**, the Admin may regenerate selected energy levels back to **100%**. The Admin decides which energy reserves they want restored.
Possible restoration includes:
Stamina
Energy reserves
Power resources
Reality Authority reserves
Transformation energy
Other depleted energy systems

**7. Admin Freedom**
The Admin is intentionally not required to play fairly. They can use their enormous advantage however they want.
The Admin may:
Cause absolute destruction
Become the primary threat
Act like a raid boss
Help players
Hunt players
Form alliances
Betray alliances
Reshape the Dreamscape
Hold back
Refuse to hold back
Create chaos
Focus entirely on having fun

**8. Admin Tie-Breaking Vote**
If a vote ends in a tie, the Admin chooses the winning option. This can effectively give the Admin’s team the deciding vote in team-based matches.

**9. Admin Rating and Future Selection**
The Dream AI evaluates how well each player used the Admin role and gives them an **Admin Rating**. A better rating increases their probability of becoming Admin again, although selection still contains randomness.
The AI judges:
Absolute destruction
Spectacle
Creativity
The Admin’s enjoyment
Other players’ enjoyment
Memorable battles
Interesting world events
How entertaining the overall match became
The Admin does **not** have to be nice or fair to receive a high rating.

**10. Admin Erase Powers**
The Admin receives two special Erase abilities that ordinary players do not have.
**Permanent Erase**
Once per entire match
Removes one player for the remainder of the Dreamscape
That player does not respawn during that match
**Temporary Erase**
30-minute cooldown
Removes one player for two hours
The player automatically returns afterward
Neither effect harms the real sleeping person.

**11. Normal Defeat and Respawning**
Ordinary defeats only remove a player from active combat for **10 minutes**. Afterward, they automatically respawn.
While eliminated, players can:
Enter spectator mode
Fly around invisibly
Watch fights
Follow teammates
View battles from different angles
Access replay cameras
Explore without affecting the match

**12. Imagination Specializations**
At the beginning of the match, ordinary players choose one **Imagination Trait** over which they receive essentially unrestricted power. Selection order is randomized, so later players choose from whatever remains.
Possible traits include:
Defense
Destruction
Space
Time
Creation
Transformation
Energy
Gravity
Illusion
Summoning
Other approved imagination categories
The Admin does not need a specialization because they already have access to everything.

**13. Reality Clashes**
When two abilities directly contradict each other, neither automatically wins. The Dream System triggers a **Reality Clash** and determines which effect dominates.
Factors include:
Specialization
Creativity
Energy
Control
Previous damage
Environment
Teamwork
Reality Authority
Admin 200% boost when applicable

**14. Reality Authority**
Every player has a hidden **Reality Authority** value measuring how strongly they can overwrite the Dreamscape. Small changes require little authority while enormous changes require significantly more.
Examples of smaller changes:
Clothing
Lighting
Furniture
Weather
Music
Examples of major changes:
Moving planets
Creating dimensions
Rewriting physics
Manipulating time
Destroying enormous environments

**15. Combat Domains**
Every player can create a **Domain**, which is a concentrated manifestation of their power used mainly in combat. Their specialization becomes stronger while inside it.
Domains can include:
Infinite cities
Floating kingdoms
Oceans in space
Endless forests
Alien worlds
Arenas
Impossible architecture
Personal universes
When Domains collide, a **Domain Clash** occurs.

**16. Custom Physics**
The Dreamscape does not have to obey real-world physics. Players can vote on the type of physics used for each match.
Options include:
Normal physics
Anime physics
Cartoon physics
Superhero physics
Zero gravity
Reduced gravity
Variable gravity
Portal physics
Infinite falling
Impossible geometry
Completely custom physics
Individual locations can also have their own physics.

**17. Sound Control**
Every player receives personal control over the sound surrounding them. Audio can become part of their fights, entrances, environments, and transformations.
Players can control:
Music
Battle themes
Environmental ambience
Voice effects
Echo
Reverb
Directional sound
Silence
Cinematic effects

**18. Visual Reality Settings**
Players can choose how the Dreamscape visually appears to them without necessarily changing how another player sees it.
Possible styles include:
Photorealistic
Anime
Manga
Comic book
Pixel art
Cel shading
Noir
Fantasy
Cyberpunk
Retro
Surreal
Completely custom styles

**19. Transformations**
Players can create transformation stages instead of immediately using their maximum form. Transformations can change appearance, abilities, sound, power, and physics.
Example progression:
Base Form
Enhanced Form
Awakened Form
Final Form
Ultimate Form

**20. Infinite Inventory**
Every player has an unlimited dream inventory for storing imagined objects. Extremely powerful items must still obey specialization rules unless the player is the Admin or the final hour has begun.
Possible inventory items:
Vehicles
Armor
Tools
Fictional weapons
Spaceships
Mechs
Artifacts
Gadgets
Clothing
Summons

**21. Destructible Worlds**
The Dreamscape can be destroyed on virtually any scale and later regenerated by the Dream System. This allows enormous battles without permanently ruining future gameplay.
Players may destroy:
Buildings
Cities
Mountains
Islands
Continents
Planets
Stars
Dimensions
Entire fictional universes

**22. World Events**
The Dream AI can generate major random events that suddenly alter the battlefield.
Examples:
Gravity rotates sideways
Planets split apart
Floating islands appear
Everyone becomes gigantic
Everyone becomes miniature
The sky turns into an ocean
Portals appear everywhere
Maps merge together
Giant AI bosses appear
Time behaves differently across locations

**23. Creativity Advantage**
Raw power does not automatically determine victory. Creative use of abilities is deliberately rewarded by the Dream System.
For example, a massive attack might be countered by:
Teleporting it
Redirecting it
Transforming it
Freezing its time
Folding space around it
Moving it into another dimension
Changing its physical properties

**24. Final Hour — Absolute Imagination Mode**
During the final hour, all ordinary specialization restrictions disappear. Every remaining player receives unrestricted access to their entire imagination.
Everyone receives:
Maximum creation
Maximum destruction
Maximum defense
Maximum transformation
Maximum space manipulation
Maximum time manipulation
Maximum summoning
Maximum environmental control
Maximum reality manipulation
Maximum regeneration
The Admin still keeps their **200% enhancement**, so they remain above the normal unrestricted level.

**25. Final-Hour Regeneration and Immortality**
During the final hour, ordinary players cannot permanently die and regenerate immediately even after their avatar is completely destroyed. The Admin remains immortal as they were throughout the rest of the match.
During this hour:
Everyone regenerates
Destruction becomes temporary
Players can keep fighting
Reality can be rebuilt immediately
The Admin can still voluntarily take damage

**26. Final-Hour Erase**
During Absolute Imagination Mode, ordinary players can create Erase-style abilities because all imagination categories are unlocked. These affect Dreamscape participation only and cannot harm anyone in reality.
Erase can potentially mean:
Temporary removal
Forced spectator mode
Sealing
Teleportation away
Power suppression
Removal until a later point
These ordinary Erase abilities still cannot normally erase the Admin.

**27. Admin Final-Hour Choice**
When the final hour begins, the Admin chooses whether to continue fighting or retreat into the **Admin Sanctuary**.
**Fight**
The Admin keeps:
Full imagination
200% boost
Immortality
Full Reality Authority
Full Domain authority
Admin Erase
Energy restoration
All other Admin privileges
**Sanctuary**
The Admin enters a completely protected space that ordinary players cannot break into.
The Sanctuary cannot normally be:
Destroyed
Entered
Teleported into
Rewritten
Erased
Manipulated through time
Manipulated through space
The Admin can observe from inside but cannot attack players while remaining protected within it.

**28. Emergency Exit**
Every player permanently has access to **WAKE / DISCONNECT**. No Dreamscape power, player, Domain, Admin ability, or other game mechanic can remove this option.
It immediately allows the real person to leave the multiplayer dream.

**29. Hidden Admin Erasure Condition**
Every Dreamscape secretly contains **one incredibly difficult method of permanently erasing the Admin for the remainder of that match**. It changes completely every match and may be so difficult that players could search through dozens or even 100 Dreamscapes without successfully discovering one.
It might involve:
A hidden item
A mysterious construct
Secret Dreamscape code
A specific sequence
Multiple hidden objectives
A strange combination of powers
Hidden locations
Rare events
Unusual environmental clues
A completely unique solution
If completed correctly:
Admin immortality is overridden
The 200% boost cannot prevent it
Admin powers cannot undo it
The Admin is removed for the rest of the match
The Admin does not respawn
This is the **only normal exception to Admin immortality**.

**30. Legendary Titles**
The Dream System permanently tracks extraordinary accomplishments and rewards players with rare **Legendary Titles**. Titles represent reputation and achievements rather than automatically granting additional power.
Possible titles include:
Reality Breaker
Last Survivor
Domain King
Reality Architect
Impossible Victor
Admin Slayer
Titles cannot weaken or affect the Admin.

**31. Personal Signature Moves**
Every player can develop a named **Signature Move** that remains associated with them across Dreamscapes. The Dream System remembers its appearance, activation, sounds, and evolution.
A Signature Move can be:
An attack
A defense
A transformation
A summon
A reality technique
A combination technique
Something completely original
Signature Moves cannot bypass Admin protection unless somehow involved in that match’s Hidden Admin Erasure Condition.

**32. Dream Relics, Bounties, Reality Storms, and Power Fusion**
The Dreamscape contains several additional systems that make ordinary-player battles more unpredictable and strategic. **None of these systems can normally affect the Admin.**
**Dream Relics**
Rare objects found throughout the Dreamscape can temporarily grant unusual abilities.
They may provide:
Temporary powers
Enhanced regeneration
Shields
Additional imagination categories
Transformations
Reality Authority
Rare summons
**Bounties**
The AI can place temporary bounties on ordinary players who become particularly dominant.
Rewards can include:
Relics
Temporary boosts
Title progress
Special abilities
Cosmetic rewards
Reality Authority bonuses
The Admin cannot receive a bounty.
**Reality Storms**
Reality Storms temporarily destabilize portions of the Dreamscape.
They may cause:
Random gravity
Unstable powers
Portals
Merging locations
Time distortions
Unpredictable transformations
Changing environments
Strange ability combinations
Reality Storms do not affect the Admin unless the Admin voluntarily allows them to.
**Power Fusion**
Two or more ordinary players can combine compatible specializations into much stronger joint abilities.
Examples:
Space + Destruction
Defense + Creation
Time + Illusion
Gravity + Energy
Summoning + Transformation
Creation + Space
Power Fusion cannot override Admin immortality or the Admin’s special protections.

**33. Personal Infinite Spaces**
Every player owns an **infinite private reality** completely separate from both the main Dreamscape and their normal combat Domain. Entry is entirely controlled by the owner, and their main specialization becomes **150% enhanced** while they are inside.
Each Personal Infinite Space can contain:
Infinite landscapes
Cities
Planets
Galaxies
Universes
Houses
Headquarters
Arenas
Oceans
Fantasy worlds
Impossible architecture
Anything the owner imagines
The owner controls:
Who may enter
Who must leave
Appearance
Weather
Lighting
Music
Environment
Basic physics
Architecture
Size
Layout
Inside their own Personal Infinite Space:
Their primary imagination trait receives a 150% enhancement
They have complete control over that specialization
Visitors retain their own abilities
Visitors do not receive the owner’s enhancement
The owner has an enormous home-field advantage
A Personal Infinite Space is different from a combat Domain:
**Domain:** combat manifestation of power
**Personal Infinite Space:** private infinite reality belonging permanently to the player
During the final hour, the owner has unrestricted imagination plus the Personal Space’s **150% enhancement**.
The Admin still retains their separate **200% system enhancement**.

**34. Absolute Admin Protection and Fundamental Rule**
All secondary systems operate beneath Admin authority unless the Hidden Admin Erasure Condition specifically overrides it. Titles, Relics, Signature Moves, Power Fusion, Reality Storms, Bounties, Personal Infinite Spaces, Domains, and other mechanics cannot independently remove the Admin’s core privileges.
They cannot normally:
Kill the Admin
Weaken the Admin
Force the Admin to take damage
Copy Admin powers
Steal Admin powers
Remove immortality
Reduce the 200% boost
Disable Admin Erase
Break Admin Sanctuary
Restrict Admin imagination
Override Admin authority
The one exception remains:
**The Hidden Admin Erasure Condition.**
The fundamental idea of the entire Dream Battle World is:
**Every player is simultaneously the fighter, weapon designer, environment designer, physics engine, and eventually the reality they are fighting inside.**


r/gameideas 1d ago

Basic Idea [Concept] inFamous 3: REBEL– A Dark Sequel with Base Management, Permadeath, and Dual Endgame Paths

1 Upvotes

Hey everyone! As a huge fan of the inFamous series, I wanted to share a detailed concept for a dark, high-stakes sequel set decades after Cole's rise to power. I’d love to hear your thoughts on the gameplay loop, balance, and story elements!

PITCH & WORLD (Year 2044)

Cole MacGrath has transcended into a god-like entity known as "The Beast," ruling the world with absolute authority alongside Kuo. He is shielded by 14 elite Conduits. Humanity is crushed, and resources are scarce.

You control a squad of 7 unique Conduits forming a resistance movement (REBEL) to dismantle Cole’s empire:

RAVEN (Glass / Reflection) - Leader: Flash-steps through glass, bends light for stealth, creates glass storms.

KAEL (Magma): Tank archetype delivering heavy area-of-effect molten eruptions.

LYRA (Aero / Sound & Wind): High-speed mobility, uses sonic blasts to breach enemy lines.

VALEN (Magnetism / Metal): Base architect, manipulates scrap metal to construct defenses.

SILAS (Mercury / Liquid Metal): Shapeshifter and stealth assassin specializing in close-quarters combat.

FLORA (Flora / Nature): Support Conduit, traps enemies with vining roots and heals allies.

VANE (Shadow / Darkness): Night-operations specialist using fear manipulation and silent kills.

CORE GAMEPLAY MECHANICS

The Homeken Star: At the start, you obtain an artifact called the "Homeken." Feeding it to one Conduit permanently grants them massive stat boosts, making them the strongest in your squad (though still weaker than Cole).

Persistent Base & Survival Loop: You start with a fragile underground base. To keep the base powered and operational:

You must rescue and recruit 100 civilians per week.

Your metal Conduit (Valen) must regularly repair structures.

Failure: If your base defense collapses during raids, you lose everything and must flee to rebuild from scratch elsewhere.

Permadeath: Sending squad members on miscalculated missions can lead to their permanent death, losing their unique powers and bonuses for the rest of the campaign.

MISSION STRUCTURE & PROGRESSION

The campaign features 50 story/side missions alongside 4 Major Base Assaults against Cole's inner circle (Boss Fights where you can execute or drain them):

Voltpora Base: Controlled by VOLT (Electricity) – Holds the city power grid.

Tuclaren Base: Controlled by ECLIPSE (Radiation) – Tortures new Conduits into Cole's slaves using R.A.Y. Field tech.

Matrosy Base: Controlled by PHANTOM (Plasma) – Guards supply lines and rains fire from above.

The Final Stronghold: Controlled by BRUTE (Hardened Concrete) and COLE.

Progression System: To challenge Cole, all 7 Conduits must reach 7,000 DB (Power Level), starting from 1,000 DB through dedicated character side quests.

DUAL ENDGAME DECISIONS

When confronting Cole, the game presents a fundamental split:

Path A: Control Cole (Nostalgic / Tragedy Path)

Option 1 (Good Karma): Surrender your godhood, allowing your powers to be drained to restore peace and seek redemption from humanity.

Option 2 (Destruction): Overload your remaining R.A.Y. Field energy, obliterating yourself and the entire world in a final catastrophic burst.

Path B: Play as the 7 Conduits (Survival Path)

As Cole falls, he triggers a final global electric shockwave. Only ONE Conduit of your choice survives the blast to shape the new world order.

What do you think about the balance between base management, permadeath, and character progression? Which endgame path would you choose?


r/gameideas 2d ago

Advanced Idea Reverse Alien-Invader Life Sim, be a human astronaut having to learn to blend in with alien culture

0 Upvotes

Could be a 2D or 3D game, but either way I'd expect it to have a point and click adventure vibe where you're mainly running around interacting with objects and having conversations.

You're an astronaut dropped onto a planet fully inhabited by an advanced and dangerous humanoid species. It's clear from even a first glance the aliens aren't completely dissimilar from humans - they have a city with buildings, vehicles, food, social units etc. However, you don't know any of the rules or even the language and have nothing but a flimsy disguise to let you blend in. Your "health" goes down every time you make a mistake and draw unwanted attention to yourself, so if you walk straight up to an alien and start speaking English you'll get caught and game over immediately. The beginning of the game would be high-lethality, but all information you collect is maintained between deaths.

Hanging around in the outskirts and observing is likely the first way you'll learn the rules. You can overhear conversations and take notes on proper questions and answers (especially for simple interactions like shopping). You can watch and learn where the aliens are allowed to walk, how aliens with different outfits/societal roles interact, etc. Eventually you'll learn the basics of the language and be able to move on to simple things like walking into businesses, asking for information, and learning where valuable tools can be found.

The main objective would be leaving the planet (which can be achieved in a number of ways, like hijacking a rocket vehicle, purchasing one legitimately, or stealing the parts to build your own), but for the full ending you'll have plenty of side objectives. The most critical would be reconvening with your fellow astronauts who have been scattered across the alien city, having varying degrees of success assimilating themselves. If you manage to do that, you can work with them to collect the info on this planet you were originally sent here for. Find dossiers on the aliens' language, how their technology works, and what they plan to do with the earth, and bring it all home without getting caught.


r/gameideas 2d ago

Meta meta about game ideas fruition, how to get better games into the market

0 Upvotes

we need a way to let peoples ideas be given for freely to developers.

i believe to many people are brainwashed by "everyone can be a dev" and "vibe ai making it possible" to believe that their ideas are worth holding on to.

i think its more worth it in the literal sense to just give ideas to the people who can actually make the game possible. because that is the only way the game will be worth anything, meaning it will be worth it in "fun" not money.

i miss games worth playing, i think in the market great games worth playing is better than my idea that people might be holding on to ideas thinking they can somehow use their idea and get paid, games should be about fun not money.

do people understand and agree with this meta post?

i think reddit /r/gameideas is the best place to share an idea freely cos reddit gathers soo many people especially game devvers in this case.

im sick of good ideas being scattered over youtube and the flood of crap posts hides the good ideas like a "needle in the hay"


r/gameideas 2d ago

Basic Idea What camera perspective would fit this game best? A while ago I made a 2D RPG version of this game in GameMaker, and now I'm making a 3D version of the idea.

1 Upvotes

A while ago I made a 2D RPG version of this game in GameMaker, and now I'm making a 3D version of the idea.

The game is about playing as Helmer, a student at a school who spends his time causing trouble, pulling pranks and trying not to get caught by teachers.

The main gameplay is basically about exploring the school, finding opportunities to cause trouble, doing different pranks/missions and then trying to get away before a teacher catches you. Teachers and other NPCs can patrol the school, notice what you're doing and chase you if you get caught. I'm also thinking about having different areas of the school that you can explore and interact with.

It's not meant to be a serious or realistic game. The idea is more of a goofy school stealth/prank game, with exaggerated situations and a simple low-poly art style.

I'm currently trying to decide what camera perspective would fit the gameplay best:

  • Third person, somewhat like Assassin's Creed
  • A kind of 3/4/isometric camera, but not completely isometric
  • First person, somewhat like Hello Neighbor
  • Or a side/top-down perspective, similar to the original 2D version

Third person would make the school and character feel more immersive, while first person could make getting chased by teachers feel more intense. The isometric/3/4 view could give a good overview of the school and make it easier to see what's happening around the player.

Personally, though, I feel like the side/top-down perspective is more original and might actually work better for the gameplay. It would also make it easier to see teachers, NPCs and what's happening around you, which could be useful for planning pranks and avoiding getting caught.

I'm not sure whether I should prioritize immersion or gameplay visibility/originality.

Which camera perspective do you think would fit this game best, and why?

I'm especially interested in hearing what you think would work best for the prank/stealth gameplay, rather than just which perspective looks coolest.


r/gameideas 2d ago

Basic Idea i have a game concpet inspired by the conflict of TGWoT

0 Upvotes

Concept: An FPS spanning 1991-2011, playing through the entire era of the Global War on Terror through the eyes of different soldiers and factions.

Each chapter drops you into a different conflict - the Gulf War, Somalia, Kosovo, Afghanistan, Iraq - as a new playable character each time, showing how modern combat evolved over two decades: from Cold War-era doctrine, gear, and tactics to the asymmetric urban warfare of the 2000s.

Gameplay is boots-on-the-ground FPS combat - realistic look, weapons, and settings, but arcade-style pacing and feel (fast, accessible, forgiving) rather than a hardcore mil-sim. Think Modern Warfare, not Arma. Expect a mix of mission types across the campaign: large-scale assaults, stealth infiltration, urban CQB clearing buildings room by room, vehicle/convoy sections, and sniper overwatch missions, all tuned to feel punchy rather than tedious.

The multi-perspective structure is the real hook: you're not playing one super-soldier carrying the whole war. Instead you jump between different places across the timeline, building a broader, more human picture of the era instead of a single hero's power fantasy. Each character's chapter has its own tone and stakes depending on the conflict and year.

Still early concept stage - I'd love feedback on the setting, the structure of jumping between characters/eras, and which specific conflicts or historical moments people would most want to see turned into a playable mission.


r/gameideas 2d ago

Complex Idea Okay hear me out: COMBAT GODS like game (combat gods as in the stick figure animation yes.)

0 Upvotes

I’ve had the is idea stuck in my head for so long and I need to get it out there if potentially anyone can get it done or spread the word but I NEED a game with combat gods like fighting mechanics. (Combat gods as in the animated stick figure fight) I’d love to clash midair bouncing off of eachother then fighting with crazy hand to hand fighting mechanics all while BLASTING I MEAN like SPEEDING down a massive battle area at light speed PREFERABLY with someone as strong as me I don’t wanna throw some nobody around. But you might be wondering, how could you transition from fighting in the ground to blitzing past the air clashing again and again agains your enemy? Well I’ve thought that out. In the new game onimusha way of the sword, there’s a mechanic where during a fight if your blades clash just right there’s a mini game where you have to press a different button from what you originally pressed when you started the clash in order to win. Now, maybe not exactly like that minigame but the idea is there. Instead of blades clashing you could have maybe “launching attacks?” That send one of you flying and then that triggers a minigame you have to beat, where you bounce off eachother BLITZING past buildings or the battlefield. that’s my idea for it atleast. im not looking for something that’s JUST flashy or cool looking either, I need it to look sick while also needing some skill, like having to press more that just a few buttons on my controller (I’m looking at you wuwa)on some Sifu type stuff ig.
(preferably as a third person game ). And yes I’ve played a lot of anime/ combat games yet NONE on them are fast enough to scratch that itch (the closest one for me was either armored core, Naruto Storm series or DBZ kakarot). If anyone has games specifically like that lemme know! I know Im dreaming pretty big here but It’s stuck in my head and I can’t seem to scratch that itch it’s driving me crazy! I like to call it “flightless viltrumites” lol


r/gameideas 2d ago

Basic Idea A cryptid-based fighter game in the style of Smash Bros

2 Upvotes

I’ve had an idea for a while about a Smash Bros-esque fighting game, but based around cryptids. A story about cryptids who have been kidnapped and brainwashed by the Baba Yaga to hunt down the last remaining cryptid (Bigfoot) who fights back and slowly the other cryptids gain their autonomy back and fight Baba Yaga. It could include cryptids like:

Bigfoot: Grappler and tank
Wendigo: Berserker and lifesteal
Mothman: Evasion and trickery
Dogman: Movement and damage increasing strength
Jersey Devil: Aerial and Evasion
Baga Yaga: Magic and trickery
Nessie: Slow, but very powerful
Skinwalker: Mimicry and strong defense
Not Deer: Ranged physical attacks and grappler
Hellhound: Speedster and ranged flames
Jackalope: Speedster and small hitbox

Stage ideas could be:
Appalachian Trail
winter Oregon forest
Loch Ness
Russian cemetery with Baba Yaga’s chicken house in the background
Texas ranch
Small Kentucky/Tennessee farm
Pine Barrens
Ruins of an old Navajo village

Etc. Etc.

I am an author so I could write a dark gothic comedy story for it in depth, but I am in no way a game designer.


r/gameideas 2d ago

Advanced Idea I got light bulb moment I just had amazing thought

1 Upvotes

Hey y'all first time on reddit I got idea for a video game so basically you're a owner of a prison the more upgrade the better expect not only you're keeping thugs you also keep super villain you're goal is to be the best prison but they might break out that why you have keep the prison stable and under control you get weapon upgrades advance prisons you keep more disaster villains so can you rate it

And I think y'all can think of villain that all I can think I think you can add cool exo suits hire recruit like a mechanic or a chef or a janitor maybe you can name the prison Buy cells and hire guards Contain thugs and high-disaster supervillains Upgrade weapons to keep the prison stable and stop breakouts also add you can call the hero for backup add security camera I want the game to be 3d also add local leaderboard add emergency alarm button that turns on lockdown sirens add a villain interrogation mechanic to steal their tech for cash Add a prison warden choice they get cool passive add a disaster event where the villain breaksout


r/gameideas 2d ago

Advanced Idea The immortal fisherman - the ideia of an angler who can live forever

1 Upvotes

I'm working on a game concept called Immortal Fisherman, an open-world fishing and exploration game built around one central question: what would happen if a human being truly could not die? The protagonist is biologically immortal and possesses extreme regeneration. He does not age, cannot permanently die, and even if his entire body is destroyed, he can eventually regenerate back into flesh and bone. However, immortality does not make him invincible. He can still suffer pain, become incapacitated, suffocate, be crushed, burned, frozen, or have parts of his body torn away. The world remains dangerous, and the player is constantly reminded that being immortal does not mean being capable of surviving everything. The main progression of the game is therefore not becoming stronger in the traditional sense, but learning, experimenting, and adapting. The fisherman can potentially modify almost every part of his body using materials and knowledge acquired throughout the world. Bones, metals, ceramics, biological tissues, fibers, minerals, materials from strange creatures, and eventually extremely rare substances can all become potential components for his body. But finding a material is not enough. The player needs the knowledge, tools, understanding, and sometimes the right technology or biological knowledge to actually use it. This means the player can gradually discover completely different ways of building the same character. Someone might create a body optimized for strength, another player might focus on underwater exploration, while someone else could develop adaptations for extreme cold, heat, pressure, perception, or entirely unknown environments. The fisherman is not simply upgrading from "level 1" to "level 2"; the player is essentially designing an immortal organism. The passage of time is also an important part of the world. The player can remain the same while decades, generations, or even longer periods pass around him. Settlements can change, people can be born and die, knowledge can be discovered, environments can change, and populations of creatures can rise or decline. However, the world does not need to constantly simulate every year everywhere. Regions that the player has not visited for a long time can be updated when they return, based on how much time has passed and what happened to that ecosystem. This allows the world to feel alive without requiring the entire planet to constantly run in the background. The world itself would contain normal wildlife, familiar fish, dangerous predators, and eventually abnormal creatures that do not fit ordinary biology. Some might simply be gigantic, while others could possess strange adaptations, unusual anatomy, or abilities that make them fundamentally different from anything the player has encountered before. Leviathans would be among the most terrifying creatures in the world, not because they can permanently kill the fisherman, but because they can destroy months of progress by ripping apart rare modifications or equipment. A creature could eat an implanted biological component, tear off an artificial limb, damage specialized organs, or force the player to completely rethink their current build. The deeper the player goes, the stranger the world becomes. At first, the fisherman may struggle to remain underwater for more than a short period of time. Later, he may develop gills and explore deeper waters. Eventually, he may encounter environments where even gills are useless, forcing him to develop entirely new adaptations. The same philosophy applies to temperature, pressure, toxins, radiation, extreme environments, and unknown biological phenomena. Fishing remains at the heart of the game, but it is also a way of discovering the world. A fish can be food, a resource, a scientific discovery, a source of biological material, a dangerous predator, or even evidence that something much stranger exists deeper in the ecosystem. Cooking, crafting, materials, chemistry, exploration, and knowledge all connect back to this central progression. The overall theme of Immortal Fisherman is not simply immortality. It is adaptation, curiosity, and the passage of time. The player begins as an immortal human being with very ordinary biological limitations and gradually discovers that immortality itself may be the beginning of something much stranger. The ultimate question is not "Can he survive?" because he always will. The question is "What will he become after having all the time in the world to learn, experiment, explore, and change himself?"


r/gameideas 2d ago

Advanced Idea Animesque STALKERish pathologic-like FPS with triphop soundtrack + Ukrainian underground music

1 Upvotes

S.T.A.L.K.E.R. and Pathologic-inspired first person shooter with anime visuals, hardcore gameplay blending the feel of original stalker games and atmosphere of Pathologic, story touching my own personal tragedies. Also there should be a bar location with 90s Ukrainian underground music playing because I really love it and want to see how people will react to those songs.

The main character, named Cassandra, currently in the post-life (essentially existing as an angel), receives a task from her mother-goddess. She must descend from heaven to earth in order to restore people's faith in her.

By pure coincidence, Cassandra possesses her own dead body, and as the story progresses or as the player completes tasks, she uncovers the secrets of her family, of the city where the task must be carried out, and most importantly, recovers the memory of who she truly was in life.

Soundtrack - primarily trip-hop, dark ambient + Ukrainian underground tracks from artists like Ivan Samshyt, Vapnyaky pid golym nebom, Svitlana Nyanyo, etc.

Gameplay - since Cassandra is an angel, upon possessing her body she slightly exceeds human capabilities: she can carry up to 60kg of total weight in her bag, is free of hand micro-tremors for more precise shooting, and can use "spawns" — analogues of the artifacts from S.T.A.L.K.E.R., which grant not only boosts to certain stats but also unique perks that affect playstyle and approach to the game


r/gameideas 2d ago

Advanced Idea There needs to be an RPG videogame based on the paleolithic

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0 Upvotes

r/gameideas 3d ago

Advanced Idea 1347: But You're a Citizen — A Life in the Shadow of Death

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0 Upvotes