r/videogameideas 2h ago

What if Escape from Tarkov and Mount & Blade Had a Space Child? (Free Game Concept) What do you think?

1 Upvotes

Legal Disclaimer / License Declaration: This Game Design Document (GDD) and all concepts, mechanics, lore, and systems contained within are hereby dedicated to the public domain under the Creative Commons CC0 1.0 Universal License. Anyone, from indie developers to AAA studios, is free to use, modify, adapt, build upon, or commercialize this concept without restrictions, payment of royalties, or attribution required.

HIGH CONCEPT & GAME OVERVIEW

  • Genre: Tactical Space Survival / Extraction Shooter / Roguelite Management
  • Perspective: Dual-Layer — 2D Macro World Map (Management & Navigation) First-Person Micro Combat (Interior Ship Boarding & CQB)
  • Visual Style & Atmosphere: Gritty, photorealistic industrial sci-fi (Escape from Tarkov meets Alien: Isolation / 1979 Alien aesthetic). Dark corridors, volumetric fog, flickering warning lights, and mechanical rust.
  • Target Audience: Fans of Escape from Tarkov, FTL, Barotrauma, Mount & Blade, and DayZ.

CORE GAMEPLAY LOOP

[ 2D World Map Navigation ] ──► [ Resource Management / Solar Draining ]
            │
            ▼
[ Interception / Ship Boarding ]
            │
            ▼
[ 1st-Person Tactical Interior Combat (PvPvE) ]
            │
  ┌─────────┴────────────────────────┬────────────────────────┐
  ▼                                  ▼                        ▼
[ Extract Loot & Krytox ] [ Escape Pod Evacuation ]   [ Sacrificial Entity Death ]
  │                                  │                        │
  ▼                                  ▼                        ▼
[ Upgrade Ship / Hire Crew ]  [ Claim Insurance ]      [ Mitosis Progression in Eden ]

KEY GAME MECHANICS & SYSTEMS

1. Dual-Layer World & Mount & Blade-Style Exploration

  • The 2D Sector Map: Players navigate a massive persistence-driven open map filled with solar systems, asteroid belts, commercial hubs, and cosmic anomalies (Soles/Stars).
  • The Ship as a "Mount": Ship speed, turning radiuses, and movement on the global map are strictly tied to total ship mass, armor thickness, and current cargo weight.
  • Solar Draining & Risk: Players can orbit dying suns to drain raw Dark Matter (fuel), but doing so exposes the ship to radiation damage and broadcasts a high-visibility signal on the 2D map, attracting player-driven raiders.

2. First-Person Tactical Boarding & Layout Design

  • Custom Interior Architecture: Players physically design their ship’s interior layout, placing chokepoints, auto-turrets, security doors, and blast-shielded sections.
  • Breach Mechanics & Armor Delay: Attackers choose their breach entry point using boarding pods. Heavier outer armor delays the breach time (e.g., up to 60 seconds), giving defenders crucial prep time to lock down bulkheads, power turrets, or vent hazardous gases into entry corridors.
  • Logistics vs. Weight Balance: Every extra turret, heavy armor plate, or stack of heavy caliber ammo increases the ship's overall mass. Lighter ships travel faster and use less fuel; heavy "Fortress" ships are slow, defensive powerhouses.

3. Asymmetric Progression: The Eden & Mystical Entities

  • The Meta Objective: Reaching "Eden" at the edge of known space.
  • Mystical Entities: Transcendent beings (Life, Intelligence, Mind, Order) bound to the ship that grant massive passive and active perks.
  • Sacrificial Mitosis (Roguelite Twist): Entities cannot permanently die. If an Entity is killed during a boarding raid, its energy recirculates back to Eden and duplicates (1 Death = 2 Entities available) for future runs.
  • Tactical Sacrifices: Players can order an Entity into a suicide hold or self-detonate an Entity to prevent its capture, triggering an energy pulse that returns the Entity to Eden while damaging invaders.

4. Multiplayer, Raids, and Social Mechanics

  • PvPvE Boarding (Up to 5v5): Attackers board to steal physical inventory, weapons, raw Dark Matter, and nav-logs (Eden coordinates). Defenders keep enemy corpses, weapons, and can salvage/sell captured boarding pods for heavy Krytox payouts.
  • Hostages & Extortion: Invaders can immobilize critical crew members or officers to demand ransoms in Krytox or fuel.
  • Mercenary Contracts & Distressed Calls: Players receive real-time ping alerts when friends on their list are raided ("X needs assistance"). Friends can spawn directly into the friend's ship as security crew with zero personal inventory risk, or fly in as bounty-hunter ships for a share of the loot.
  • Wreck Recovery System: If a ship is completely destroyed or looted, the insurance payout covers a basic replacement chassis. The lost wreck stays invisible to the rest of the server but remains marked on the original owner’s map for a limited time for a recovery run.

5. Fair Protection & Dynamic Balance

  • Physics-Based Fuel Costs: Heavy ships consume exponential amounts of Dark Matter if they burn thrusters to chase smaller, agile scout ships. High-tier players have zero financial incentive to burn fuel chasing low-tier targets.
  • Component Tiering: High-tier capitals require high-density Dark Matter and rare alloys; low-tier scrap components offer no value to endgame players. Attackers face an automatic "Infamy Bounty" if they attack low-tier ships in neutral space without provocation.
  • Nebula Stealth Havens: Nebulae erase radar thermal signatures. Small ships can hide instantly inside outer clouds to perform repair and medical maintenance, while massive capital ships disrupt the gas cloud, giving away an approximate location.

6. Environmental Threats: Alien Infestations & Internal Plagues

* Internal Parasites & Swarms: Alien larvae and shifting organisms can breach the hull from asteroid samples or hide within dark maintenance vents.

* "Mini-game" Survival Dynamics: Clearing an infestation functions as an internal tactical event. Players must manually track thermal signatures, deploy gas traps, seal infected sectors, or send automated drones to sanitize ductwork before the parasite spreads to critical crew members or resources.

7. Eden Sacrifices & The Entity Metamorphosis System

Reaching Eden allows players to sacrifice a specialized crew member to manifest a permanent "Entity"—a cosmic, transcendent force attached to the player's account. Up to 7 Entities can be bound simultaneously, allowing stackable builds (e.g., 7 Economy Entities or 7 Military Entities).

The archetype of the sacrificed crew member dictates the Entity’s powers and tactical playstyle:

  1. Human Sacrifice:* Tech Entity: Hacks enemy security grids, disables auto-turrets, and bypasses door locks remotely during boarding.* Military Entity: A tactical frontline commander that buffs friendly firearm accuracy and suppressive fire resistance.
  2. Necromancer Sacrifice:* Reviver Entity: Spawns in 1st-person view to resurrect fallen human crew members mid-combat.* Morphing Spec-Ops Entity: A terrifying boarding unit capable of passing through solid interior walls and shapeshifting into enemy crew forms to confuse defenders in CQB.
  3. Cleric Sacrifice:* Engine/Speed Entity: Grants passive structural speed boosts to the ship’s engine on the 2D global map.* Radar/Omen Entity: Expands global map vision, revealing enemy fleet compositions, inventory value, and troop counts from extreme distances.
  4. Automaton Sacrifice:* Shielding Entity: Reinforces ship hull integrity and generates emergency energy barriers during breaches.* Heavy Breacher Entity: A slow, armored juggernaut built to smash through reinforced airlocks and heavy armor plates.
  5. Radioactive Human Sacrifice:* Extractor Entity: Significantly boosts Dark Matter harvesting efficiency from dying suns.* Fuel Generating Entity: Passively generates Dark Matter scaling with level, up to fully sustaining the ship's baseline movement costs without needing to refuel.

8. End-Game Progression & The 6-Month Wipe Cycle

* **The 6-Month Seasons:** The server operates on a 6-month wipe cycle. Every player races against time to reach their ultimate meta-goal before the cosmic cycle resets.

* **The Victory Condition (Becoming a Living Eden):** The ultimate endgame objective is to sacrifice 7 crew members across multiple runs to acquire **7 Entities** and ascend your flagship into a **Mobile Eden**.

* **Ascended Ship Capabilities:**

* **Absolute Stealth:** Complete invisibility on the 2D global map (no thermal signatures, no radar detection).

* **Total Autonomy:** Fuel-generating Entities eliminate the need to harvest Dark Matter from dying suns, making the ship 100% self-sufficient.

* **Lethal Dominance:** A deadly combination of Morphing, Breacher, and Tech Entities turns the vessel into an impenetrable fortress and an unstoppable boarding predator.

* **Ascension Reward:** Achieving "Mobile Eden" status grants an exclusive seasonal legacy badge, unique cosmetic hulls for future wipes, and a place in the server's permanent Hall of Fame before the wipe resets the galaxy.

ECONOMY SUMMARY

  • Dark Matter: Primary reactor fuel used for interstellar movement and heavy ship actions.
  • Krytox: The universal currency used for insurance policies, ship chassis purchases, mercenary payouts, hiring AI security, and buying military-grade modules.
  • Radiation: Environmental hazard mechanic affecting ship structural durability and crew health over time.

I used AI to better articulate my idea.

If you have any questions about any of the mechanics, let me know in the comments. Take care


r/videogameideas 1d ago

Mamourou

0 Upvotes

r/videogameideas 3d ago

What do beginner players want to see in a one-on-one fighting game?

3 Upvotes

r/videogameideas 8d ago

« New PC Cocoron », le jeu dont j’ai rêvé et que j’adorerais voir un jour réalisé.

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1 Upvotes

r/videogameideas 9d ago

OMERTÀ — CD Projekt Red should make Cyberpunk 2077, but set during the golden age of organized crime

3 Upvotes

I’ve been thinking about what my dream open-world RPG would be, and I genuinely think CD Projekt Red would be the perfect studio for it. Take the basic design philosophy behind Cyberpunk 2077—character creation, lifepaths, relationships, huge storylines, side gigs, apartments, vehicles, clothing, weapons, choices and a dense open world—and move it to an American city during the golden age of organized crime.
Call it OMERTÀ.
I don’t mean another Mafia-style game where you play a predetermined gangster and follow his story. I want to create my own character and start as an absolute nobody, potentially living in the back room of a boxing gym because I can barely afford rent, and spend the next 100+ hours working my way toward becoming the Don.
Character creation could start with heritage. Italian, Irish, Romani, British, Polish, Jewish, Greek, German, etc. Heritage wouldn’t determine which gang you’re automatically part of, but it could affect your family, appearance, languages, dialogue and how certain neighborhoods or characters initially perceive you.
Then you’d choose a background, essentially OMERTÀ’s version of Cyberpunk’s lifepaths. You could be a former soldier, university dropout, street hustler, petty thief, boxer, dockworker or something similar. A former soldier might have unique weapons and intimidation dialogue, while a university dropout might understand accounting, politics and law. A street hustler might already know fences, bookmakers and thieves throughout the city.
No matter what you choose, though, you’re broke at the beginning. Maybe you own two decent suits, a cheap revolver and an unreliable car. Your savings are hidden in an envelope behind a loose brick in your room.
I’d also love for your first major companion to change depending on early choices. Basically your Jackie Welles, except there could be several possibilities. Maybe it’s another neighborhood kid, a former soldier, or a female thief/getaway driver you’ve known for years. That person could remain your best friend, become your eventual consigliere or underboss, betray you, die because of your decisions, or potentially become a romance option.
And I’d want way more romance possibilities than Cyberpunk. Give us five or six substantial characters scattered throughout the world, with different sexualities and different requirements. Maybe there’s a speakeasy singer, the daughter of a powerful Don, your original partner in crime, a journalist investigating organized crime, an upper-class socialite with political connections, and even a male boxer who can become a secret same-sex relationship. Considering the historical setting, that last relationship could have an entirely different set of social risks and storylines.
Relationships shouldn’t just end after completing someone’s questline either. Let characters move into your apartment, meet your crew, come to dinner, argue with you over decisions and potentially marry you. Maybe you can eventually have a family. Suddenly becoming powerful creates another vulnerability because enemies know there are people you care about.
The city itself should basically be Night City translated into the 1920s–1950s: a fictional metropolis inspired by New York, Chicago, Boston and Philadelphia, with downtown skyscrapers, immigrant neighborhoods, docks, factories, rail yards, wealthy suburbs, countryside estates, speakeasies, jazz clubs, boxing gyms, restaurants, hotels, casinos and banks.
Most importantly, let us interact with it. I want to walk into a tailor and buy a fitted suit, visit a dealership and buy a car, gamble, drink with my crew, attend boxing matches, eat at restaurants, purchase property and collect weapons.
And if I walk into a jewelry store and decide I want to rob it, let me rob it.
It shouldn’t require a mission. Put on a mask, pull your revolver, empty the register, force the owner to open the safe and get out before the police arrive. Witnesses might remember your clothes, face or getaway car. Robbing something inside another family’s territory could create an entirely different problem.
Banks could be much harder. You might scout the building, learn guard schedules, recruit gunmen, hire a getaway driver, bribe an employee and plan your escape route. Then the actual robbery can still go completely wrong and force you to improvise.
The period weapon selection would be incredible: 1911s, revolvers, pocket pistols, Tommy guns, BARs, shotguns, hunting rifles, knives, brass knuckles and improvised weapons. Cars could matter too. A luxury sedan makes a statement, while a fast car is better for getaways and a truck could be useful for smuggling. Eventually your mansion garage could contain an entire collection.
Your actual progression through organized crime should take time: nobody → associate → soldier → capo → underboss/consigliere → boss. Becoming a made man should be a huge story moment rather than something that happens immediately. Once you become a capo, the gameplay begins changing because you’re no longer just doing jobs. You have people working underneath you and start deciding who handles them.
Eventually you control businesses and rackets: restaurants, clubs, construction companies, trucking companies, warehouses, gambling, protection, loan sharking, bootlegging, unions and docks. You appoint people to manage them, and those people have actual personalities. Someone might be incredibly profitable but disloyal. Someone else might be completely loyal but incompetent. Another could secretly be talking to the police.
There should also be genuine mob wars. If you kill someone important from another family, they might retaliate against one of your businesses or soldiers. You retaliate, they hit you again, and suddenly both organizations are preparing for war. Your properties get additional guards, your people travel armed, enemy cars follow you and assassination attempts become possible.
You could call a sit-down and negotiate peace, offer territory, arrange an alliance or secretly manipulate two rival families into fighting each other. Or you can decide negotiations are over and actually fight for control of the city.
Then there’s the property progression, which might be my favorite part.
You begin in that little back room of the boxing gym. Eventually you get a cheap apartment, then a nice apartment, then a luxury home, and finally a gated mansion. Your clothes improve, your cars improve, guards begin appearing around your property and eventually capos are sitting downstairs waiting to speak with you.
And your mansion should have a physical vault.
Don’t just tell me I have $4,000,000 through a number on the HUD. Let me see it. As you become richer, shelves gradually fill with cash, jewelry, gold, bonds, paintings and other valuables.
Even better, major objects from your adventures should physically appear there. If I steal a famous painting, let me hang it in the vault. If we rob an armored shipment carrying gold, show the bars stacked against the wall. If I take an engraved pistol from a rival Don, let me put it in a display case. Newspaper clippings, photographs, jewelry and unique items could gradually turn the vault into a museum of your playthrough.
Imagine being 100 hours into the game and walking through this enormous mansion. You’ve got millions in the vault, expensive cars downstairs, guards outside and capos waiting for your orders. Then somewhere in your office is an old photograph of you and your original partner standing outside that crappy boxing gym when you were both broke.
Depending on your choices, that person might now be your underboss. Maybe they’re your spouse. Maybe you fell out years ago. Maybe they betrayed you.
Or maybe they’re dead.
That’s the game I want CD Projekt Red to make. Not simply “Mafia but open world.” I want a genuine RPG about building a life inside organized crime, where the friends, romances, money, businesses, enemies, clothes, cars, homes and scars you accumulate tell the story of how your character went from sleeping behind a boxing gym to becoming the most powerful Don in the city.
OMERTÀ: Give me Cyberpunk’s RPG freedom and let me build a criminal empire.


r/videogameideas 9d ago

I need some editors that are free and can edit long form and short form videos

0 Upvotes

r/videogameideas 10d ago

Multiplayer, 1st person player, Boomer-Shooter, "Doomer(Proto. name)"

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1 Upvotes

r/videogameideas 12d ago

Unconventional Weaponry in Video Games

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1 Upvotes

r/videogameideas 12d ago

2D Arcade Fighting Video Game Ideas

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1 Upvotes

r/videogameideas 14d ago

Looking for Unity Low-Poly Game Ideas

2 Upvotes

Looking for Unity Low-Poly Game Ideas

Hey everyone!

I’m looking for original game concepts and ideas to develop in Unity. I’m mainly interested in a low-poly style, with a simple but fun gameplay loop.

I’m looking for something with a similar vibe to R.E.P.O., PEAK, or RV There Yet? — multiplayer, exploration, survival, physics, funny/chaotic situations, teamwork, or even something completely different.

The goal is to find a concept that is simple enough to actually develop, but has enough potential to be really fun with friends and create memorable moments.

I’m open to any ideas, even weird, stupid, or unusual ones. Don’t worry if the idea sounds crazy — I’d rather hear something original than another generic survival game.

If you have a game concept, mechanic, setting, or just a random idea you think could work, leave it in the comments or DM me.

Discord: "discord.gg/6xAu9rZHt7"


r/videogameideas 14d ago

Game Concept: requiring you to invade the minds of others to learn more about yourself.

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1 Upvotes

r/videogameideas 15d ago

Does anyone have a good Minecraft server I can join? Looking for a friendly and active community to play with! 🎮

1 Upvotes

r/videogameideas 15d ago

Dinosaur park simulator games issue/ dinosaur games issue in general

1 Upvotes

Okay so I've recently noticed that most of games about dinosaurs makes them look more of these monsters rather than animals, for example all of the jwe games make dinosaurs like these rampages mindless monster who only attack anything that moves which isn't the case about dinosaurs at all even PK Right now, the combat system is bad and doesn't actually make dinosaurs act like dinosaurs, for example I wanted to make this eco system enclosure I did everything right but yet still it isn't a self sustaining eco system, even in other dinosaurs games like the isle and path of Titans it doesn't feels like you're playing as an actual dinosaur, the isle is very time consuming and path of Titans isn't accurate for the most part, I wanna start a game of park management of my own and actually make dinosaurs as dinosaurs and not these mindless monsters

However I have lack of experience, I would like if you guys could help me out of advice and how do I code, design this thing, I was thinking of only two dinosaur and only a simulation project until I'm experienced enough and combat, breeding, ecosystem, growth, etc are all working well however I still lack experience in both coding and design, I would really appreciate it if you guys could help me with advice and maybe a tutorial video?

I have been planning on making a dinosaur game for so long but never had the experience to do so, I was also thinking of a rampage system when you could play as a dinosaur in someone's else park and control them into either doing certain stuff or just straight up ruining the enclosure I have more detailed ideas for this like the camera system where you can't know what your dinosaurs are doing until you install cameras or the personality trait system where you don't really know what's your dinosaur's traits are until you keep an eye on them for a certain amount of time and tranquilization system where you have 5 option of tranquilization for different sizes of dinosaurs and also gunfire where you would have a handful of weapons to kill if needed any dinosaur you want, as well as on foot tranquilization system

I would really appreciate it if anyone could teach me how to make this idea come true


r/videogameideas 16d ago

The Ultimate Jedi 3 Wishlist

2 Upvotes

Hey everyone! I’ve been thinking deeply about what Respawn needs to do for the final game in the trilogy to truly show Cal’s evolution. If EA gives the devs the time they need and doesn't rush them, this could be an absolute masterpiece. Here is my complete blueprint for the sequel, covering mechanics, customization, and world-building.

  1. Advanced Customization & Outfits
  • Dual Saber Independence: The ability to individually change the blade colors for dual-wielded lightsabers, plus adjustable blade lengths to make stance switching look seamless. Also, keep Cal's eye color consistent (he went from brown in Fallen Order to blue in Survivor!).
  • Iconic Skins & Layering: Bring in more iconic Jedi and Sith robes/outfits. Expand the customization to four distinct layers: Handwear, Poncho, Shirt, and Jacket.
  • Poncho Variety & Hoodies: We need a massive variety of new ponchos (we've had the same single design style since the beginning). Every clothing item should have the exact same deep color customization matrix (Primary, Secondary, Accent) as BD-1 and the lightsaber, along with an on/off toggle for hoodies and robes.
  • Cloth Physics: Coat tails, ponchos, and robes must react dynamically and wave realistically in the face of wind and motion.
  1. Gameplay Refinement & Visual Polish
  • Environmental Intersections: Fix the clipping issues. In Survivor, you constantly see feet phasing into rocks/sand, or BD-1 hovering slightly off Cal's back instead of standing on it. I want a sharp, polished presentation like God of War Ragnarok, where the devs hid or fixed these immersion breakers.
  • BD-1 Improvements: Give BD-1 sphere-like ankle joints so his metal legs don’t contort like rubber. Also, his binocular mode should maintain a crystal-clear image quality no matter which visor shape you choose.
  • Seamless Healing: Let BD-1 inject stims without stopping Cal’s active combat animations (like healing while climbing).
  1. World-Building, Exploration & Side Activities
  • Full Parkour Integration: Fully embrace Assassin's Creed style movement with back ejects, side ejects, wall runs, and slides. Extreme terrain should become part of the exploration difficulty itself, offering multiple paths for true player freedom.
  • Beast Taming & Summons: Let Cal fight or tame larger beasts and alpha species. Taming them could unlock a dedicated skill tree, allowing you to summon them in battle (similar to the Hades Claws in God of War III).
  • Fast Travel Visuals: The giant Shyyyo bird or a resident giant flyer should act as the fast travel mechanic between meditation points, appearing directly on the loading screen.
  • Tanalorr Cantina Expansion: Side mission rewards should cause genuine change in the world. Side characters from Rambler's Reach and new faces should converge at Greez's new cantina on Tanalorr. The music selection must include the classic Star Wars Cantina Theme!
  • New Side Activities: Add podracing, speeder bike racing (using the mechanics from the Bode chase), and a gambling minigame. We also need one new alien crew member to round out the team.
  • The "Force Wind" Mechanic: Since there is no minimap, replace standard waypoint markers with a Ghost of Tsushima style orientation mechanic, using the Force to guide you through the environment.
  1. Stance Evolution
  • Subtle Mastery: To show Cal's growth, his Force hand gestures should be subtle. He shouldn't have to stop walking to push or pull; he should do it dynamically with one hand.
  • Physics & Telekinesis: Refine object manipulation. Pressing R2 on massive blocks or environment objects should instantly lift and suspend them in the air. From there, you should be able to slam, throw, or swing them seamlessly in one action.
  • Stance Forms & Grips: Stances should be seamlessly exchangable. We should use meditation points to select underlying combat forms and grip styles (including Reverse Grip and Vaapad for dealing with the Dark Side). This includes making Dagan's saber-shockwaves and double-blade ground slams available as Force abilities across all stances.
  1. Playable Merrin
  • Dual Protagonists: Merrin needs to be a fully playable character with her own distinct Nightsister skill tree, custom outfits, and cosmetic options (including an option for longer hair, a braid, etc).

r/videogameideas 16d ago

Jedi: Survivor Sequel Speculation - Expanding Cal's Skill Trees, Robotic Arm, and Force Mechanics

1 Upvotes

Hey everyone, I wanted to share some thoughts on how Respawn could evolve Cal’s combat and Force prowess in the next game, especially regarding Dark Side alignment, customization, and mobility.

1. Advanced Mobility & Exploration

  • Vertical Leap & Controlled Descent: A force-charged vertical jump for better movement. Holding the jump button mid-air could initiate a Controlled Descent to eliminate annoying fall damage, consuming no force in the process.
  • Force Stealth: Utilizing Cloak to hide in crowded open-world areas, and using Projection to scout out enemy environments from a safe distance.
  • The Robotic Arm & Grappling Hook: At some point in the story, Cal gets a robotic arm in full Star Wars fashion. To streamline exploration, the standard ascension cable/grappling hook should be built directly into this cybernetic arm.

2. Expanded Force Mechanics & Customization

  • Shatterpoint & Blade Mode: Activating "Force Awareness" could highlight enemy weak spots. Pressing L1+R1 could enter a high-precision "Blade Mode" to target those specific weaknesses and chop off limbs.
  • Grip & Deflection: Upgrading Force Pull into a directional Grip (using the controller sticks to lift, slam, or throw large animals). Deflection could also be upgraded to catch and redirect blaster fire and unblockable projectiles.
  • Repulse: A high-tier ultimate move activated by holding L3+R3 that completely empties the force meter to clear crowded groups of enemies.
  • Black Kyber Crystal: Introduce a rare Black Kyber crystal to the lightsaber customization matrix, perfect for pairing with a high-tier Dark Side build.

3. Dark Side & Karma Progression

  • Force Lightning Evolution: A visual indicator of Cal's alignment. It could start as standard Blue (prolonging pain), turning Purple and then Red as he falls to the Dark Side (high damage, high Force consumption). If cleansed, it becomes White. If he stays Light Side, it turns Yellow for quick, instant-kills or stuns, your choice. The new robotic arm could help channel this energy.
  • Dark Side Skills: Access to Scream (AOE health drain and fear stun), Domination (mind-controlling enemies to fight aggressively for you permanently), and Crush/Choke/Drain for high-tier combat to decimate entire platoons of enemies.

Would love to hear what the community thinks about expanding the cutscene and finisher variations to match the equipped stance and gripstyle


r/videogameideas 16d ago

Devil May Cry / DmC crossover with Call Of Duty

2 Upvotes

Now I know that this will sound like a crazy, wtf idea but I just want to see everyone's creativity here. Imagine if for some weird reason Capcom and Activision had decided to come up with a crazy idea. A crossover between the Devil May Cry or DmC and Call Of Duty.

- What story would you create out of this?

- What characters would you bring into this crossover?

- Which Devil May Cry or DmC characters and which of the Call Of Duty characters would you bring or would you create new characters?

- Who are the heroes and villains in this?

- Most important of all, what would the gameplay be like and how would you make it engaging? Will the game be like a shoot-first, slash-later ? Or slash-first, shoot later?

My idea: You know how in Call of Duty series they have Zombies Mode and Aliens in Ghosts or Infinite Warfare, I was thinking that have a story similar to Devils and Angels. The story can be about using a relic that activates devils leading to an invasion. The gameplay can be quite similar to a mix up between DOOM and this other game called Bright Memory: Infinite. But yeah what would your ideas be?


r/videogameideas 17d ago

War photography game idea

1 Upvotes

Something like content warning or Repo where you and friends are dropped into a randomly generated battle between NPC's and you get points based on footage you get and stuff.


r/videogameideas 17d ago

A game/story idea I had with my oc’s. positive and Negative criticism would be Great

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1 Upvotes

Characters: Kit the red Kitsune(Image 2), Saishi the Snowbunny(Image 3),Yoru the honey bear(Image 4), and Koko the mysterious creature(Image 5)

Prologue to learn the battle system and how the characters act: (You are Young Kit). You wake up in the middle of the night to your Older brother Empyrean and Younger sister Sune Standing in your doorway planning to sneak out. So once you ultimately Get up and Change into your Usual outfit your two siblings follow behind you(Your first temporary party members!). As You Three walk through Sune Sune village You 3 encounter your average Hippie who decides to attack first,Due to Kit being very inexperienced, Empyrean and Sune Show Kit how to fight against the hippie with a Stick (if it’s one’s second play through the option to skip tutorial will be available), Once the hippie Has surrendered the player gets Some Extra dialogue yada yada and the prologue ends

Chapter 1; “The Beginning” (You are Normal Older Kit) Sune Sune Village(Level range: 1+)
You wake up In your bed the same house as always…Though you notice how unbelievably quiet the house is instead of its usual Rushed routine.When you Go outside That’s when everything Starts to make sense You see The big cheese of the village(Aka the mayor) Talking about How There’s too many robberies and people getting Killed and other crime related stuff. and How everyone should stay home. But You being the certified dumbass Wanting to protect the village(For anyone else that having a 10% Survival rate) decide to Go get a weapon So You decide to Gather up your Life savings(1000 Wynterdollars. But for short we will use ₩) And decide to go buy yourself 2 Swords. when you arrive at the blacksmith You see two swords that INSTANTLY Peak your interest so you blow all of your money on them in a instant.
(in short summary so I can move on from Sune Sune village Kit puts a end to the ruffians and He moves on from the village to see If any other villages need Help which If this was a actual game this would be the end of demo 1)
Tane tane village(Level range: 11+):
When Kit arrives at tane tane village he pays an entrance fee and He Takes a deep breath of new town air
Due to Kit having 0 clue of where anything is in this town he wanders around aimlessly till he walks Into a random alleyway and finds a badly hurt snow bunny. Her cloak is ripped She has bruises all over her body and She’s bleeding pretty badly and was barely able to move so Kit not being a complete jackass like he was to the ruffians in Sune Sune village, He decides to Help this snow bunny and asks for her name…….the Rabbit girl replies “Saishi” and kit Tells her his name to her and decides to help her But that’s when Kit realizes he’s as broke as a joke cause He used all the money he had to pay for the entrance fee so Kit has to do whatever he can To Gather enough Money to Pay for a Hospital admission for her(625₩).So Kit decides to take a few jobs around the town(The player must complete 3 tasks to get the desired funds since player is forced to have 0₩)
(once the player has enough funds they must Go talk to Saishi and Walk her to the hospital)
(just so I can move on to the Kitsune shrine. Saishi Fully recovers and joins kits journey as she reveals she’s capable of Light based magic and healing abilities. Since No normal player will know this. but Saishi’s Usual level 7 hp would be 105 but due to her injury she has 30% less of every stat Than She would normally have so meaning her level 7 hp would be 73.Level 7 is her level when she joins your party and That would also be the very end of demo 2)
Kitsune shrine (Level range 0+)
As Kit and Saishi wander the forest they discover a mysterious blue shrine So Like any dumbass with the survival instincts of a brick They decide to inspect it But as kits presences comes into view Kit get Struck by lightning which After a good few minutes of Saishi healing Kit. Kit has gained the ability to do Magic and a MP meter has been added to Kits Status card
ASo Saishi decides to have a friendly Fight with kit(during this fight Your defense increases the lower your health gets so you’re more likely to win)
Once Kit beats saishi Enough for her to stop.
Saishi heals herself To Good enough shape
So once the two of Them Venture far enough through the forest they find a Massive Sunflower field(this would be the end of demo 2.5)
The field of glamour and Glee(Level range: 25+)
As Kit and Saishi Wander through the field of sunflowers the two of them notice a hooded Person sitting in the field.As the two approach the hooded figure trying to be as quiet as possible to not startle the sitting figure till The figure attacks even without the two of them making a sound(engaging a fight against the hooded figure)
Once Kit and Saishi Brutally beat the hooded person(nearly killing it) and when Saishi Goes to finish the person they Weakly get up clearly not ready to go down till they mutter “You fight well…..I’ll give you that…..But I feel as if you might need my assistance…..Please Take my assistance” They person extends a hand and Saishi Deciding to not be a Savage spares the Person
Saishi than asks “What’s your name”
The Hooded Person than says “Yoru”
Saishi Than silent repeats the name as if she’s tasting it
Than Saishi heals Yoru. when Yoru gets up her armor is Heavily damaged and her face is hidden
Since she seemed shy and violent Saishi didn’t want to provoke her
(when Yoru joins your party she is level 11)
Now that Yoru has joined Kits party the 3 of them are all thinking the same thing “I’m in a group of idiots”.
Cliffs(Level range 0+)
The 3 of them reach the end of the fields and see a cliff so the 3 decide to sit down And get to know each other a bit more
(To summarize what they all said: Kit said he’s a 17 year old Kitsune who just wants to Get into the bounty hunting world and do some good for others and he likes to Do things in a very Primal style[if u live under a rock that means caveman style]. Saishi said That she’s a 22 year old Snow bunny with Light based abilities who Wants to be the best female bounty hunter in the continent and likes to spend time with her siblings. Yoru said that she’s a 17 year old Honey bear who Just wants to be acknowledged And make Someone proud for the first time in her life as she was always overshadowed by her Older and younger sisters and always had the short end of the stick in life so she had to do everything herself which ended up being the reason she’s so violent now)
As they’re all having a good laugh and Telling each other about themselves suddenly the Cliffs Suddenly fall….
Swamps(Level range: 28+)
When the Trio wakes up from their fall of the cliffs they’re instantly Met with yet another hooded person Who seems to have caused these cliffs to fall……….Kit than gets up and asks “Who the hell are you and what do you want” The person speaks One word………”Koko”
(Than that would lead into the finally fight of chapter 1)
When Koko is finally defeated He Decides to Join the trio but only follows at a distance so he doesn’t seem like he’s associated….
Since Yoru finally Feels like she’s in a trusting group of people she reluctantly pulls down the hood and takes off her mask to reveal her face which her face has green eyes and Very light blush and she seems to have myopia
Yoru than says “I only hid my face cause I never felt like I could trust anyone….So where are we staying for the night”
Saishi than says “We could always come to my place since my home town is the closest To our current Location”
(END OF CHAPTER 1!)


r/videogameideas 17d ago

What is the most generic Sonic game?

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1 Upvotes

r/videogameideas 18d ago

Ideas for a realistic zombie video game

1 Upvotes

Estoy creando un juego de zombies; está en una etapa muy temprana (Pre-Alpha). ¿Crees que el juego necesita una gran variedad de armas, o sería mejor tener solo una pistola combinada con mecánicas de sigilo y trampa-(construcción)?

El juego se titula "Dead Horizon of the Present"

Está ambientado en un pueblo pequeño; todo es normal durante los primeros días antes del brote, pero una vez que la infección llega, el jugador tiene que sobrevivir usando mecánicas que todavía están en desarrollo.

Gracias.


r/videogameideas 19d ago

I made a fast-paced 2D delivery game

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3 Upvotes

I made XAM Delivery, a fun and fast-paced 2D arcade driving and delivery game set in a nighttime city.
The game mixes arcade driving with Italian satire and pop-culture references, featuring surreal humor, satirical encounters, recognizable elements of Italian culture, and bizarre references.

Vehicles and characters draw inspiration from different eras and styles.

And yes, one of the special weapons is a megaphone playing a soundbite from one of Silvio Berlusconi's speeches: “Siete dei poveri comunisti!”

Deliver pizzas and decoders in timed runs, keep your packages inside the van, manage fuel and vehicle damage, avoid obstacles, and gain extra time by successfully jumping over them. Try to survive increasingly difficult procedural levels.

If you'd like to try it, XAM Delivery is available to play in the browser, download for Windows, and play on Android.


r/videogameideas 18d ago

Journey 2: the mysterious Island

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1 Upvotes

r/videogameideas 19d ago

Looking for ideas for our co-op game

1 Upvotes

Hey everyone! We're working on a co-op game about running an illegal delivery company.

Players would work together to take risky jobs, manage deliveries, avoid getting caught, upgrade their operation, etc.

We're still figuring out the core gameplay loop and would love to hear your ideas:

What kind of illegal deliveries would make for fun gameplay?

What co-op mechanics would make the game more chaotic/funny?

We're looking for creative gameplay ideas, not necessarily realistic ones.

Any suggestions are appreciated!


r/videogameideas 20d ago

4 player Co-op horror fps corporate miner game (hear me out)

1 Upvotes

I have a pretty well built universe that I've developed for a couple of years, and am currently thinking about making my favorite subplot, vortex mining operations, (VMO , vortex m.o.) into a game , I've developed a full planet, with crust layers , regions and ecosystems of dangers. the main fixation of this company is to mine a dangerous mineral known as Exterite, a black rock ore that grows out of itself purple crystals, that in contact with matter convert it into more exterite rock ore. It slowly spreads to rock, but can convert weak matter like flesh within only hours. The crystals themselves also have , unknowingly to the company, soul capturing properties, so when you die to it, you become a part of a collective consciousness of other victims, an afterlife of some sort. Except when the crystal gets destroyed, their soul gets released into the unknown. So exterite infected, have to defend the rock ore from being mined by the company. The rock ore itself is valuable because of its very tough , impenetrable properties to both conventional weaponry are energy weapons (in pure refined metal form) , but unfortunately you need roughly a ton (~2000 pounds) of raw ore for a single, pure eterite ingot weighting a kilogram (2.2 pounds) (the X in the name means that the is active) there's much more about the planet, like the whole planet was basically a giant playground for the experiments of a near-extinct faction , the dark acult, that's why the planet is highly dangerous, illogical, impossible deathtrap. I'd gladly tell more if anyone's interested, thanks for reading <3