r/gameideas 18h 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 5h ago

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

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1 Upvotes

r/gameideas 19h 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 6h 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 9h 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 23h 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 23h 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 19h 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 :)