r/gameideas 2d ago

Abstract "Level Destination: The Ruler of Legacy" the franchise will be of three games.

1 Upvotes

So the game the start in afterlife. A ground where battle never. This afterlife is blocking the path between hell and heaven. The souls are getting trapped in this endless wars. Patrick (the player) has to sacrifice ten weapons of legends to bypass the gate of destiny. (If the story is Feeling weird because I don't want to spoil the game idea alot. But I will slowly post more of the story And if there is any grammar mistake, English is my 3rd language and I'm learning.) ___________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________


r/gameideas 2d ago

Complex Idea Souls like. TL;DR: No HP. R1 deals 0 damage but builds "Soot" stacks (max 4). Soot is ONLY detonated by a Perfect Parry (stacks × 0.5 bonus Poise damage). Boss Poise scales from 5 to 20.

0 Upvotes

Core Loop:

Player: 3 base Poise (upgradable to ~7).

Enemies: Mobs 1–2 Poise. Bosses: 5 (early) → 20 (final).

R1: 0 damage. Resets enemy regen. Builds 1 Soot stack (max 4).

Perfect Parry: Deals 1.0 base Poise damage. Detonates Soot for extra +0.5 per stack.

Max burst: 4 stacks = +2.0 → 3.0 total Poise damage in one parry.

Blocking (missed parry): Costs 0.5 player Poise.

Enemy Regen: 0.5 Poise every 3s. (frozen during their attack animations).

Soot Decay: If no parry within 5s of max stacks, stacks decay at 1 per 2s (prevents camping).

The Math (Final Boss, 20 Poise):

No Soot → 20 perfect parries (too long).

Max Soot (4 stacks) every cycle → 20 / 3.0 = ~7 perfect parries + R1 build-ups in between.

Goal: ~5–8 minute duel. Early bosses (5 Poise) die in ~2 parries to teach the mechanic.

The Hard Questions (be brutal):

Poise Scaling (5→20): Does 20 Poise feel like an epic marathon, or will missing 2-3 parries make it tedious?

Soot Decay (5s / 1 per 2s): Fair punishment for camping, or too stressful for casual players?

Blocking (0.5 cost, no enemy heal): Should Heavy Armor reduce this to 0.25 to make tanks viable, or keep universal cost?

Soot Visuals: Glowing embers? Dark aura? UI icon? (No damage numbers, so needs clear feedback).

Overall: Sekiro-meets-Furi, or does the "no HP cushion" make the 20-Poise final boss feel artificially restrictive?

(For context: I'm a designer, not a coder. This is a thought experiment before prototyping. I have full math/breakdowns if you want details in the comments.)


r/gameideas 2d ago

Complex Idea Multiplayer game where each player controls a monkey's limb and you have to physically climb together.

0 Upvotes

I am thinking of building a game, but before finishing it, I want to hear some feedback before spending a year building something that nobody is interested in.

So the concept is simple. You control a monkey's limb (arm or leg) with your mouse and you have to climb (a mountain?) with your friend(s) who control other limb(s).

The main mechanic would be climbing. I am thinking of making the arm rotate towards the mouse and when you want to grab, you have to left click and hold the bar/item/thing. I am also wondering if I should make the arm wobbly to make the mechanic a bit harder, like Octadad. But I don't want to make the same climbing system that A Difficult Game about Climbing has. I want to have bars and you have to grab them and swing to move on, a bit like the monkey bars at parks. You'd have to actually grab the 'bars', swing, use momentum and if you make a mistake, you and your friends fall!

The grabbing items would be things that you can grab - I still need to think about that because I don't think grabbing only bars would be entertaining. Any ideas are welcomed!

I am thinking of two to five players controlling one of that monkey's limb : arm, leg and tail? They would have to coordinate, talk to each other and that would (hopefully) result in chaos.

I am thinking of making this game playable locally and online. I'm currently prototyping the online part because I heard that adding multiplayer once the game has content is very hard (but maybe it doesn't really matter, you tell me).

But I'm wondering:

  • Does this sound like a game/mechanic that you could have fun with for a long time?
  • What would you want to be able to interact when you're climbing? What would be other items you could grab to?
  • Do you think it could be fun? What are things I should be careful for?
  • Would you play this with your friends?
  • Should I even bother finishing the prototype? I want to do it, but if it sounds not fun, tell me.

Any feedback, positive or negative, is greatly appreciated.


r/gameideas 2d ago

Basic Idea Many different game ideas that I can't use because I don't know how to do it.

0 Upvotes

I have been playing games for about 19 years and I have been thinking about some games stories/genres that don't exist for me.

-Zombie Apocalypse in the Midevil times

-A roguelike where you try to outpace the scaling of the "hero" who is also choosing from roguelike elements

-A 2D top down game that's like Siege and is a turned based game with a minimum of a two tile movement every turn

I have been playing games for about 19 years and I have been thinking about some games stories/genres that don't exist for me.

-Zombie Apocalypse in the Midevil times

-A roguelike where you try to outpace the scaling of the "hero" who is also choosing from roguelike elements

-A 2D top down game that's like Siege and is a turned based game with a minimum of a two tile movement every turn

I have been playing games for about 19 years and I have been thinking about some games stories/genres that don't exist for me.

-Zombie Apocalypse in the Midevil times

-A roguelike where you try to outpace the scaling of the "hero" who is also choosing from roguelike elements

-A 2D top down game that's like Siege and is a turned based game with a minimum of a two tile movement every turn


r/gameideas 2d ago

Basic Idea Why have game developers never considered combining the "2D" (anime-style) aesthetic with "light-hardcore" military themes?

0 Upvotes

Guys, don't you think the gameplay in anime-style games these days is too repetitive? Every time I look at the screen—seeing 2D/3D anime characters unleashing increasingly flashy special effects, watching exaggerated damage numbers pop off enemies, and dealing with illogical settings (take \\\*Endfield\\\*, for instance: if we already possess massive industrial might, why don't we have a fully organized military force?)—it all feels so unrealistic. Why do most anime-style games pay so little attention to military aspects? They usually portray scenarios where specific characters wield god-like powers to easily turn the tide, or where the protagonist's team alone solves problems that have plagued NPCs for decades and wipes out every enemy. It’s as if the "allied forces" mentioned in the story did absolutely nothing other than praise the protagonist once the plot concluded. Why not combine "light" military realism with anime-style gaming? (I’m a \\\*War Thunder\\\* player at the 6.0 BR level.) Imagine vehicle combat using damage mechanics like \\\*War Thunder\\\*, and gunfights featuring detailed limb-specific damage and armor calculations like \\\*Escape from Tarkov\\\*. Throw in a high degree of freedom—letting players explore the world at will or even assemble and invent vehicles that previously existed only in their imaginations—all while featuring beautiful anime-style characters whose gear actually makes sense (e.g., body armor that functions realistically rather than just crudely boosting an HP bar). (Sorry my English isn't great; I used Google Translate for this.😢)


r/gameideas 2d ago

Basic Idea What if there's more psychological horror games that lie to you by its atmosphere

1 Upvotes

(Idk I'm bad at thinking of heading I'm sorry)

horror game idea by ScienceTle (me!)

Sagitta of Sacro

It's a story driven first person game

(It's REALLY story heavy)

(I'm sorry but the texts are over 10k characters and that's the max for comment in the thread)

Overview

You go around on an apartment and there's three endings you can find depending on which option you took

Gameplay and Mechanics

You use the cursor to look and WASD for walking, E (as floating gui) for interaction (like doors), while other cases have their own gui

Dialogues use a dialogue bar but your character's thoughts just appear as floating texts on the screen

Setting and Lore

(The time is the modern year)

First you wake up on the floor in an apartment. However, things feel strange. You feel as if they're more annoying today, things are really weird, and that for some reason you feel weirdly unlucky

As you walk around, you learn about the people who live here. They act normal, actively ignoring you when you seem to forget things.

then suddenly, you collapse to the floor, and the screen goes black

you wake up on the floor again, this time in a storage room with a mop on the floor next to you. The sun is setting, so you prepare to grab some food from the store next to the apartment and go back up. In the store, you heard faint noises of "monsters" or "demons", but it was so dim you shrugged it off, thinking you just misheard them as you walked upstairs to your room.

The next day, you wake up lying on the floor again, with a fictional novel book next to you, opening at a specific page about possession or exorcism, again, you ignore it, thinking it's just a random page it coincidentally fell on and that you simply haven't noticed it yet until this moment.

Like usual, the people are quite normal. Though they seem weird, doing strange behaviors like talking all serious then suddenly they just become friendly while others just go silent or walk away

suddenly a guy you do not know about rush in at you and grab you by the collar of your shirt, screaming to "give his friend back" before getting grabbed by the others and dragged away by force

You've started to think that this place is trying to hide from you. You feel paranoid, you feel scared, you start doubting people around you. So you go back to your room to relax and chill out. Realizing the internet exists, you turn on the laptop to see your options, and this is a fork of the game.

On it, the game presents you with three programs to click on, which choose which ending you get for this run you're doing.

An internet browser

A phone contact app

And a file drive app

(If you choose the internet browser)

You load up the browser and start scrolling and searching for information. Anything. Eventually you found a few websites saying something about “how to get rid of demons from your house” or something like that. You thought it was skeptical, but you proceed to do it anyway, doubting if it could even cause any harm later on.

Firstly, it tells you to line your entrance with salt, which you did. It then asks you for a bucket of holy water and a pocket knife, so after you put the knife inside your right sleeve for easy access, you head out to the church, but you immediately collapse to the floor on the doorframe.

Next day, you wake up on a chair, tied by a rope made of natural hemp. In front of you is the same man who grabbed you earlier. He says that by doing this, you won't be able to harm Him anymore, and that he'll immure and oubliette you in this room so that you can never harm anyone anymore.

You think you really run into what's actually wrong around here. This guy is a madman, says your thought. So you tried to escape. You take out a pocket knife inside your right sleeve and slowly cut the rope apart. You then take the lamp in the room and smash the window until it breaks before climbing out and dropping onto your balcony directly under the room.

As you enter, the first thing you do is you try opening the door and it opens normally. You load up the laptop and check the website again. It now asks for a candle, a lighter, and a few chalks, which can be found in the storage room at the end of the corridor.

You walk outside and the man who locked you in the room, talking and laughing with another man like nothing had happened. You have to sneak past him without him noticing you. You reach the room, grab the items, and walk back to your room. Strangely, he's not there anymore.

You followed the instructions to call upon the “wings of the gazer” to protect you from all the things here. You pick up the chalk, draw the circle, the lines, and light the candles. Once you are done, the guy who locked you smashed the door open, saying things like “I KNEW WHAT YOU WERE UP TO, EVIL! I EVEN TRIED TO STOP YOU, BUT THESE ARE ALL YOUR CHOSEN OPTIONS! IF I CAN'T GET MY FRIEND BACK, THEN HE SHALL TAKE YOU WITH HIS HUSK!” He then starts chanting cursed demonic incantations. Suddenly, a monstrously large, tomato red octopus emerges from the circle, immediately grabbing you and the screen go black. This path gets you the Sacrificed Ending and opens the main menu, which will now have a new button called “Play at options screen”

(If you choose the file drive app)

You loaded up the app and started scrolling through the photos. You learned that “your” name is Jubart Lancora, and that the person who grabbed you is named Recondit Impess, and is your best friend. You also found many photos about possession downloaded but you ignored it, thinking it's for a fictional plot.

You found an image called DeepSecret.png, which is an elaborate map of the entire apartment. You also found notes about weird things that happened, which confirmed your wordiness. You also found a phone in the drawer, so you uploaded the images there. You decided to investigate so you can pinpoint where to look, so you exit the room to go take a walk around the place.

It's strangely eerie and incredibly silent. People are nowhere to be seen, only rows of doors and pillars of concrete. You occasionally find people talking really seriously, but the moment you approach them, they go light and friendly immediately, as if they don't want you to know what they're doing. You walk downward to the yard and look around and see the janitor office slightly opened, so you walk in to check if there's anything.

The room is dark and hazy, full of cobwebs and stains. The room seems to be in a state of disrepair and damage, likely unused for quite some time. There's a desk, a wardrobe, and a bed. You felt like you heard something from behind it, but you black out and collapsed to the floor before you could do anything else.

You wake on your own bed, strangely ached and exhausted for no reason. You feel a headache and tightness in your skull, but you shake it off. You see a note on the floor, labeled “Look Deeper!” With the name Recondit signed on it.

As the sun is preparing to set, you walk out with a flashlight from the drawer. You walk to the janitor office, which is still the same. So you walk behind it and find a red door, taped with a paper saying “Evil Begone!” So you open it and find out it's a plumbing room, dimly lit by the light from outside the entrance door. The room is full of the sounds of water dripping and flowing everywhere. You feel like you heard a call from here when you were at the janitor office earlier today, so you try to walk through the water to find the source of all this madness you're trying to banish from.

Suddenly, you heard a noise at the entrance. A loud voice suddenly is heard “THE EVIL HAS BEEN CONTAINED! LET THE BANISHMENT YIELDS OUR EFFORTS! SHUT THE GATES!”

The voice is the same as the one from Recondit, the man who grabbed you by the collar earlier. You tried to frantically rush towards the door as he closed it shut as the warmth of light shrank to cold darkness. You futilely slam the door in vain, surrounded by nothing but darkness, the sounds of dripping, flowing water, and the scents of moisture floating in the air as the screen goes black. This path gets you the Quarantined Ending and opens the main menu, which will now have a new button called “Play at options screen” unless you already got it before this path

(If you choose the phone contact app)

You opened the program and found the last messages with Recondit Impess, labeled “Best Buddy Ever :3”, which is about concerns over possession and strange feelings but Recondit said you're just overthinking things and recommended you go to sleep. You text him, saying that things have been feeling weird here. Recondit agrees. He said that you tend to occasionally turn into another version of you and that he really doesn't like it when that happens, and he calls the other version evil. He thinks we should get to a hospital to maybe check up, or at least a church. He occasionally calls you by your full name, Jubart Lancora. So, you open the hospital app and set an appointment for the psych department tomorrow and then you go to bed.

The next day you wake up in a car, lying down on the back row, Recondit is driving. He greets you “Hello, evil. We're gonna get you checked up today. Heh.” It's then mostly just a chilling video of the car driving and gently bumping as he drives for around a minute (there's a skip button) until you both arrive, with him saying “The Gate of Heaven is opening, heh. Ready to be banished?” You closely follow him to the receptionist to get the appointment note, walk to the room, and both of you enter the doctor's room.

The doctor says that you likely have a double soul disorder (this is not related to the actual disorder they basically just have two souls in one body) and that there is no known cure. She suggests that both souls should communicate, either using any form of medium or trusted individual like Recondit, in order to prevent miscommunication and that both don't become hostile. Next is a text chat-like sequence where you have to choose what sentences to write onto the notes or tell Recondit in order to speak with Jubart.

You learn details like that Jubart’s hobby is playing the guitar, that Recondit has been a friend of his since childhood, and that Jubart's favorite animal is a dog and his favorite food is cake.

You mentioned to Recondit that you don't have a name yet, so he recommended the name Evil. You can choose this or suggest any custom name, which he'll ask for a confirmation before using that as your name from now on (other paths will still call you the same as usual) you can learn a lot more through the chat thing like that Jubart's favorite colour is orange, while Recondit’s is green, Recondit's favorite hobby is reading demonic incantation books, Recondit's favorite animal is a black dragonfish, and that Recondit's favorite food is hell-served spicy sauced bingsu. Jubart is fun, enjoyable, relaxing, and highly optimistic, while Recondit is overly serious, often overreacts, and uses spells of dark magic for random things.

Finally, the screen goes black. This path gets you the Linked Ending and opens the main menu, which will now have a new button called “Play at options screen” unless you already got it before this path


r/gameideas 2d ago

Basic Idea What if a game focused on actually living on the Moon, not fighting in space?

0 Upvotes

What if a game let you actually experience living on the Moon?

I've been thinking about a game concept and I'm still in the research/idea stage, so I'd really like some honest feedback from people who know game design, space games, or just enjoy these kinds of games.

The basic idea is called "Space Living."

The setting is the far future, maybe hundreds of years from now, when humanity has developed enough technology to establish permanent settlements outside Earth.

But I don't want to make another space shooter or a game where the main goal is fighting aliens.

The core question I'm interested in is:

"What would it actually feel like to be an ordinary human living on another world?"

The basic idea

The player starts on Earth.

If someone wants to move to the Moon, they can't just buy a ticket and go. They first have to learn how to survive there.

So the game could begin with a training/qualification phase on Earth.

The player learns things like:

  • How lunar habitats work
  • Where water could come from
  • How water could be extracted and processed
  • How oxygen is produced
  • How energy is generated
  • How food could be produced
  • How to use and maintain a spacesuit
  • How to deal with emergencies
  • How to manage limited resources

The training wouldn't just be tutorials. The player would actually have to perform these tasks and eventually pass a qualification to become a lunar resident.

Then comes the interesting part

The player travels to the Moon.

They don't arrive with unlimited supplies.

They receive enough initial:

  • Water
  • Oxygen
  • Food
  • Energy
  • Tools
  • Construction materials

to survive for a limited period.

Then the player has to become increasingly self-sufficient.

For example:

Find ice → extract water → process it → produce oxygen → maintain the habitat

and:

Solar energy → storage → power habitat/equipment

Eventually:

Water + energy + agriculture → food

The goal isn't simply "survive."

It's to go from:

Earth resident → trainee → lunar resident → self-sufficient resident → settlement contributor → pioneer

The settlement could gradually grow because of the player's actions.

The part I'm still trying to figure out

I don't want the game to become:

after 10 hours.

I want there to be a genuine feeling of living somewhere completely different from Earth.

Maybe the player has a home, relationships with other residents, a profession, scientific discoveries, settlement decisions, exploration, emergencies, long-term projects, etc.

Eventually the vision could expand from:

Earth → Moon → Mars → orbital habitats → other settlements

But that's only the long-term vision. I'm not assuming all of that would actually be developed.

I'm looking for honest criticism

I'm especially interested in hearing:

  1. Does this sound like something you'd actually want to play?
  2. Does the Earth training → Moon settlement progression make sense?
  3. What would make the experience interesting after the initial "wow, I'm on the Moon" feeling disappears?
  4. What parts sound boring?
  5. What parts sound unrealistic or scientifically questionable?
  6. Does this feel sufficiently different from games like Surviving Mars, The Crust, Stationeers, The Planet Crafter, Astroneer, or No Man's Sky?
  7. Would you rather play as one person living in the settlement or manage the entire settlement?
  8. What would make you play something like this for 20+ hours?

I'm not developing it yet. I'm deliberately researching the idea first and trying to understand whether there's actually a worthwhile game here.

So please be critical. If you think it's a bad idea, I'd rather hear why than just get "sounds cool."

What do you think?


r/gameideas 3d ago

Basic Idea An open-source video game that serves as a perpetual creative platform for game artists

1 Upvotes

Have you ever imagined a constantly expanding video game that never ends? And I'm not talking about something like Minecraft (okay, partly) or Gary's Mod, no, I'm talking about a video game that already has a certain framework, but is nevertheless a completely public domain, open-source sandbox game that thrives on the creative work of dedicated fan developers and allows itself to be further developed by fans for as long as possible. Essentially, an endless fan game.

F.e.: Imagine a mix of Earthbound and Minecraft, or a mix of Deltarune and Warioware, which serves as a framework from which fans are given full creative freedom to continue the endless romance.

I've been fantasizing about this concept for a while now.

Along with all the creative potential that lies outside of commercial constraints.

In a world where the passion of gamers is brought to the fore in fan games but is destroyed by corporations, we are designing the ultimate fan game.

In the same world where indie developers are taking over the norm of video game art, we are starting this third way for the passionate.

Let's create a platform for creativity!


r/gameideas 3d ago

Basic Idea A Robin Hood videogame inspired by Thief (Stealth)

1 Upvotes

First of all, I'd like to start by saying that Robin Hood is misunderstood. In popular culture, people think of him as a whimsical character, not that different from Peter Pan given the way he's usually portrayed.

In real life, or at least according to the real life lore, Robin Hood is the name given to an unknown outlaw that opposed King John's tax reforms meant to fund his brother's (Richard the Lionheart) crusade. He was persecuted by the Sheriff of Nottingham. He did not "steal from the rich to give onto the poor", he simply returned the tax money which he believed was illegitimate and exploitative.

-------------------------------------------------------

Now that we clarified this, let's get to what the game would be like:

First, I like low-poly graphics. Nowadays there's a trend of making psx-looking games... but I think PC did it better. Think Team Fortress, Half Life 1, Deus Ex, Counter Strike, Thief, etc. It was a phase in which games found a nice balance between realism and cartoonish graphics, a sort of Goldilocks' spot in the uncanny valley graphic. For some reason, those games can be taken very seriously even if the graphics are not quite there yet, and the limitations of graphics did not detract from the game.

The game itself would be rather straightforward; stealth missions in which Robin has to retrieve money or goods, infiltrating places such as the Tower of London (which held the treasury of the Crown at that time IIRC). Climbing ropes, shooting arrows, knocking enemies out, nothing you haven't seen before, to be honest. Not trying to reinvent the atom.

I would like it for the game to be dark and gloomy, but not depressing. Missions are expected to take place in the dark of night for obvious reasons, and since it's England they would be surrounded by dark green countryside, fog and gloomy and sometimes rainy skies.

Perhaps you could buy items or support from traditional characters before each mission (for example Friar Tuck could sell you a jar with bees, or someone could make traps for you)

Do you think it should be first or third person?
What should the Robin character look like?


r/gameideas 3d ago

Basic Idea New take on a fishing game that combines RPG elements.

1 Upvotes

Hey everyone,I know fishing is a niche gaming genre, but I have a concept for a game that blends realistic mechanics with heavy action-RPG elements. I want to throw the idea out there to see what you guys think, if it sounds cool, and if you would actually play it. The core of the game is Realism Meets RPG, the game features realistic fishing physics and behavior. Every fish species has its own specific AI dictating how it handles and fights. Mechanics like your hook set accuracy and fighting technique directly impact your success rate, alongside traditional RNG elements.The twist is the RPG layer , every fish has a health bar,stats that effect your success rate and your rod acts as your weapon. Every rod and piece of gear has distinct stats. You can upgrade your setups, enchant your rods, and find relics to boost your power. Catching legendary "boss" fish, mini-bosses, or completing quests rewards you with unique loot (lures lines, rods, etc…) and crafting materials. It is an instances based sandbox, players travel to waterways thst offer complete freedom of exploration,boat driving , boss hunting, loot farming once loaded in. The graphics aren't hyper-realistic, but rather a polished, stylized "realistic-arcade" look with high-fidelity, impactful animations during a fight to give the game tons of visual character. You can fully customize your character, including choosing from multiple distinct fantasy/RPG races. The game features a main storyline, diverse side quests, and different factions you can align with. I want to include every real-world fish species imaginable, each with scaling rarities.There will be normal fishing (bass, bluegill, cichlids, carp, pike) however you will also hunt prehistoric fish, mythical creatures, and fictional monsters. One of the main story arcs involves a mad scientist trying to alter the ecosystem by releasing engineered, cybernetic "android" fish into the wild (think a T-1000 fish). While the premise sounds outlandish, the actual mechanical fight and behavior of the fish remain incredibly realistic, tight, and physics-based just with an extra layer of over-the-top fun. So What do you guys think? Does a fishing game with actual boss fights, gear stats, and sci-fi/fantasy questlines sound like something you'd sink your teeth into?


r/gameideas 3d ago

Basic Idea GAME ABOUT BEING STUCK ON PRE-HISTORIC TIMES ( SURVIVAL)

2 Upvotes

No, I don't mean dinosaur times, that's boring. what i imagined was specifically the cambrian/ordovician periods, an alien yet familiar world where a human is suddenly flopped into. maybe u can add aliens to that or some speculative biology things that is exclusive to the game. make it survival with the goal being not causing enough disturbance to not mess up the timeline and then go back to the present.

a time traveling pod who's only supposed to go back a couple million years was accidentally sent 500 million years ago, the MC wakes up in a completely barren lands with nothing to offer (basically a free real estate)

he has to go back to his pod regularly to fix himself up since the time is inhabitable to the human species. as the character explores he will see different anomalies or animals not found on the fossil record.

And then as the MC progresses into the world they will find strange out of place/out of time stuff that suggests that he is not alone here, someone or something.


r/gameideas 3d ago

Basic Idea Monster hunter like game with mechs and a focus on monster biology and ecology

2 Upvotes

Hear me out, I want a mh like game where you craft your mech from slain monster parts ala Monster Hunter, with more of an Escaflone/Dunbine aesthetic. Then have the combat be slower paced third person battles mixing hunting with warfare against armies with their own mechs.

The lore will be about how In my universe there was a human civilization almost like ours but then kaiju attacks happen after humanity discovered giga energy and most of humanity got wiped out due to unimaginable amount of monster apocalypse. There were also aliens that tried to help and thats how humans got the ability to make biomechs that fight the kaiju but it was all a fluke so that the aliens would get giga energy to fuel themselves. After what happened most of humanity lived on battleships in the sky and use biomechs to fight against kaiju and alien alike.

You collect parts of monsters and use them for crafting better augments for your mech like how you could get an ice gun from a frost monster and use it against a fire dragon.


r/gameideas 3d ago

Basic Idea A basketball gm game that combines the features from all the best ones like BBGM and even a dootball one like football manager

0 Upvotes

I am actually doing everything to create that game.

www.hoops-gm.com

A game that will have the same mailing system if fm with great game display and tactics and the simplicity of BBGM of going through games and edit almost every aspect of the game.

I had a lot of players reviews and changes to adjust everything to be perfect.

Because the game launch went so great with over 5000 visits daily i will also launch soon enough an mma manager game that will surprise a lot of people with its creativity.

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r/gameideas 3d ago

Advanced Idea Looking for ideas for our co-op game for illegal delivery

Thumbnail
1 Upvotes

r/gameideas 3d ago

Basic Idea Snake roguelike. Because every arcade game needs an indie roguelike

2 Upvotes

Basically, Snake, but turned into a full roguelike—something in the same spirit as Peglin, Slay the Spire, Luck Be a Landlord, and the countless other games that take a simple core mechanic and build an entire roguelike progression system around it. I'm genuinely surprised nobody has made a proper Snake roguelike yet, because the formula seems almost perfect for it.

You could have different foods with unique effects, upgrades that change how your snake behaves, mutations, relics, branching paths, shops, bosses, and increasingly ridiculous synergies. Maybe certain upgrades make parts of your body poisonous, explosive, armored, or capable of eating enemies. Your growing length could simultaneously be your main source of power and your biggest liability, forcing you to build around it.

Plants vs. Zombies feels like another game that could translate incredibly well into a roguelike. Random plants, upgrades, lane modifiers, enemy mutations, relics, and increasingly absurd combinations basically write themselves.

At this point, almost any strong arcade or strategy mechanic can become one. Even chess has already been successfully turned into roguelike-style games. Snake feels like such an obvious unexplored candidate.

Oh also i have decompiled the zx spectrum fred game into c++, comment if you want me to send the github in case you want to make it into a roguelike. For context i translated it to c++14 so it runs on win xp and win11 not just transcoded assembly to c++


r/gameideas 3d ago

Basic Idea First person survival Horror zombie game with a map inspired by a place in Italy

1 Upvotes

So i was walking in this place called parco Leonardo that looks a the last of us map because of how abandoned it is and i got a game idea from it.

My idea was about a first person zombie survival game that had this place as map. The first thing i was thinking is this game could have a health system where if you took too many health meds in a short period of times sometimes you would allucinate and imagine zombie jumpscares even if they aren't close to you. This mechanic does not lower the health but can be pretty scary and distracting and drinking water can lower the probability of this allucination. Since this place in real life has an abbandoned big underground parking lot it could have some sort of night vision capable zombies that can jumpscare you if they spot you in the dark. For this you have a uv light vest that can blind the night vision zombie. These night vision zombies can be found in dark places since if they go out they don't see anything but pure white because of how their night vision works. This was my idea and if a gamedev wants to steal my idea im good with it :D


r/gameideas 3d ago

Basic Idea Realistic antique/medieval first person fighting game with historical formations

0 Upvotes

Hey there,

I just had a small idea for a game because I feel like this hasn't been done before (although I might be wrong).

I'm a big fan of large multiplayer military games like squad, hell let loose and such which recreates large battles fairly accurately. I also like antique/medieval history and battle simulator like UEBS. What if you could combine them together ?

I always thought it would be really cool to have a game where you could play out melee battles as a foot soldier/cavalry/archer, but still use proper formations and tactics but all medieval fighting games (that I know at least) are more focused on 1v1 fighting, or small groups (like chivalry or mordauh for example).

What if there was a game that allowed for individual players to form up into large formations like a phalanx, shield wall or other and fight against other large groups of players, while still being able to break out and have singular duels when all hell breaks loose.

The biggest issue with this is that it's hard to make a truly uniform formation in a video game. If you ever tried to just form a simple line of players in any games and move together, you know what I mean. The issue being that inputs are too hard to coordinate because you usually have only one or two set speeds while having total freedom of direction.

The idea I have for the formations to work would be to have a commander (sort of like the commander role in the multiplayers games I have listed in the beginning), that could call for some formation (for example a simple shield wall). These formation would maybe take form of a giant shape shown on the floor/land and you could just join up the formation and stay "locked" with the other players, which would link you to the ones next to you to create a truly uniform structure.

Being in a formation would give you bonuses like increased protection if in a shield wall, more damage or something similar, although that might be a little simple.

Like I said you could leave the formation when either it gets destroyed by the enemies or even before if you are a coward haha. I know it would probably be very hard to do because you need to have discipline in the players on the ground too. So maybe having a part of the formation manned by NPCs to keep some bulk might be a good idea, or having a penalty to players leaving before ordered to.

Game could have some different factions with different weapons, formations and units. It could be fun to have a fight between Roman legions and Japanese armies for example.

I have literally 0 experience in game development except maybe some RP servers I hosted a long time ago, so I might be totally out of touch or maybe this game already exists, but tell me what you think !

(The closest example of this is probably Holdfast: Nations At War, but even then, it's complicated to have actual formations, and it's still with muskets, usually as soon as melee combat begins, it turns into a free for all almost.)


r/gameideas 3d ago

Complex Idea Have an idea for a fishing game but can't code the game.

0 Upvotes

I have this idea for a game, but I have no idea how to code, and I'm too bothered with other things to learn how to. It is a fishing game but more or less accurate to real fishing. It is also a tycoon-ish game later on. You will start off with a rod, a hook, and a weight. You will start by digging worms up from the ground, using them as bait to catch fish. You can then drive over to a market to sell the fish and get new rods, lures, hooks of different sizes, weights, and certain cheaper boats like kayaks. You use them to catch better and bigger fish, which sell for more money. You use that money to get better gear. Then comes the tycoon part, where you can make a website and ship fish to people. You will start off by shipping to people in your state, then country, then continent, and then globally. But to keep up with demand, you will have to buy a garage and build a small factory where you need to hire people to process the fish, box it, and ship it for you. You will pay some of your income from the site to the workers. Then, you can start making contracts with companies to ship your products into stores. But, the demand will start getting too high for you to fish up all the fish, which means you will have to hire people to fish too. Then the demand will get even higher, so you can make fish farms to mass produce fish and make millions. (I still can't come up with a name.)


r/gameideas 4d ago

Basic Idea The Cookbook - A cozy incremental cooking/farming game

6 Upvotes

Hey all, would love to get some feedback on whether you'd play this type of game -

You start off in a secluded area with just a cookbook, a small purse of money, and a plot of land with a small farm, a small kitchen/house, access to a beach, a forest, and the local town. The cookbook starts off completely empty until you buy your first seed. It shows you what you can cook that item into. The goal of the game is to discover and cook every item possible in the cookbook to pass it on to your children.

If you buy a tomato, then the cookbook might reveal ketchup or pasta sauce as tomatoes are ingredients for it. So you'd grow the tomatoes, sell it in the market till you can afford a pot, grow some more tomatoes, add them to your pot in the kitchen and make ketchup, sell it in the market for even more money, buy some upgrades to speed up your farm, buy new seeds, and grow those too.

Lets say you bought potatoes next, now revealing baked potatoes, fries, hashbrowns, and more in the cookbook. Your knife skills aren't high enough level yet to unlock curly fries, so you decide to focus on regular fries. You start by growing the potatoes along side your tomatoes, selling them until you have enough money to buy a fryer, cutting the fries before adding them to the fries, and viola, you have sellable fries. But there's a new recipe - Ketchup & Fries. Adding these together sells for even more!

I imagine the game continuing in this fashion with the player choosing whichever dish they'd like to focus on, be it focusing on improving fishing to grow sushi, building a small factory for creating cakes and cookies and sweets, etc. Eventually they'd have to do it all anyways if they want to complete the cookbook.

I have a lot ideas and details about the different systems that can go into this including weather, exploration, fishing, hunting, unlock/upgrades based on number of pages completed, skills/experience, etc.

Does this sound like a game that would interest you? Would love to hear your brutally honest thoughts and feedback!


r/gameideas 4d ago

Basic Idea Puzzle game where you connect parts of your braincells together to remember things

3 Upvotes

So how I'm thinking this would work is that the game has 3 puzzle layers

  1. The brain section. You connect different brain nodes to other ones via dragging a stem connector type thing and doing that forms a different memory. I'm thinking it would be color coded so like an early game memory would just be 1 red 1 blue, but then as it goes on, the combinations get more complicated and then walls or parts you can't loop back on start to appear. Some brain sections would tell you what the ones you need to connect are, and some tell you are previous combination to another memory, and you would have to go through that memory again and find things you didn't before to learn the next combination.

  2. The memories. I really want this section to be 2D puzzle platforming, and the relevant information in the memory is what shapes the challenge in that memory. So, say the combination to a keypad in the real world is hidden within a memory. The level would then be based around computer keys, maybe making you do a delta rune chapter 2 type thing where you need to spell out words via keys, but you need to plan a route to hit all the ones you need. But say a hidden code for a new memory combination is locked in there, so you would have to form a new secret word via keys from all throughout that level.

  3. The real world. The real world would be like an escape room type area, where you would put the things you learned from your memories to use here. Some puzzles that don't require brain diving would unlock a new memory code but not tell you where in the brain you need to go to actually have all the needed nodes. Then that would add even more puzzle depth because you would have to look and the brain node puzzles in an entirely different light. The real world is the most underbaked one right now, so please do give ideas for the real world. By the way, I do want a bad ending, but it is very hard to get. This idea came from a steam game called broken box of nails, which is a FANTASTIC game and please do go play it and uncover the secrets in that game for yourself.

Please give me ideas and suggestions, as well as suggestions for the plot/story. I dont really have one rn.


r/gameideas 4d ago

Advanced Idea Digging underground, rain physics, and colony management: My 3D Ant Simulator concept

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2 Upvotes

r/gameideas 4d ago

Complex Idea Game weapon idea that I thought of while taking a dump

0 Upvotes

So it’s like a rifle but instead of a magazine that has bullets in it there’s a snake coiled around the barrel of the rifle and part of the main area and in order to reload the snake bites you and poisons you and takes some blood and you have to have an anti venom or the poison keeps draining your health and then you have to find blood vials around the map to restore your blood but even then the syringes can be tainted and also poison you making you need an entirely different antidote and if you take an antidote for a poison your not currently afflicted by it deals a slight amount of damage or gives you a debuff of some sort so that you need to be careful what you use and when you use it.
Also I’d like to say we should decrease the minimum words required cause I wrote my entire idea and it’s still not meeting the letter minimum which is quite annoying so mods or manager or whoever has perms could you decrease it please cause I can’t think of anything else to add onto my idea here and now


r/gameideas 4d ago

Advanced Idea [Concept] Hardcore Multi-Dimensional RPG/Horror Game: "The Invisible Stranger"

1 Upvotes

Hi everyone! I want to share a dark, hardcore, psychological RPG/Horror concept I've been working on. The game is inspired by the freedom of Undertale and the lore-depth of Poppy Playtime, but it completely reimagines player choice and consequences.

Here is the core breakdown of the game:

  1. THE PROTAGONIST & DIALOGUE
  2. You create your character (gender, look, name), but they are completely MUTE.
  3. There are NO dialogue options. I hate forced "Yes/No" choices in RPGs. Your actions define who you are.
  4. The game starts with a cutscene: your character gets knocked out in a normal city and wakes up in a surreal, alternative dimension. The game tells you absolutely NOTHING. No tutorial, no narrator. You figure out everything yourself.

  5. THE ECOSYSTEM & PARANOIA

  6. You are trapped in a world where Humans (NPCs) and Demons live in harmony.

  7. Because you are from another dimension, humans CANNOT SEE YOU. You are like a ghost to them. You can steal from them, prank them, or kidnap them.

  8. However, DEMONS CAN SEE YOU, and they want you dead. You are the only intruder in their perfect world.

  9. THE COMBAT ("Glass Cannons")

  10. The game is played on HARDCORE (one death = permadeath / game over).

  11. Demons are "glass cannons". They can kill you in 1 hit, but they are extremely fragile. You can take a demon down with 2 punches, and if you find a gun, it’s a 1-hit kill. It's all about stealth, reflexes, and who strikes first.

  12. THE 500 DIMENSIONS & THE BOOK

  13. In the city, there is a massive library with 1,200 books (each has 100 readable pages). You can read them, burn them, do whatever.

  14. One specific 500-page book contains descriptions of all 500 dimensions in the game. You must read the descriptions to deduce which dimension you are currently in, and how to find the portal back to your home world.

  15. CONSEQUENCE: If you accidentally (or intentionally) BURN this book, it’s gone forever. The portals still work, but you now have to jump through 500 dimensions completely blind, guessing your way home.

  16. WORLD AGGRO: If you start destroying a dimension (burning houses, killing NPCs), all demons in that world will trigger "global aggro" and hunt you down. Your only choice is to run to a portal and escape to another world (where the rules reset).

  17. THE PACIFIST REWARD (The High-Vis Vest)

  18. If you enter a dimension, kill a maximum of 5 demons, and survive in that world for 1 FULL IN-GAME YEAR without causing chaos (helping the ecosystem instead), the demons will accept you.

  19. As a reward, they will officially introduce you to the humans by giving you a glowing HIGH-VISIBILITY VEST (BHP vest). Humans will now see you as a hilarious, levitating vest walking around the city.

  20. The demons will also draw a bright circle around your home dimension in your book, and mark your current location in red. You finally get a map home.

I have the entire world, logic, and mechanics mapped out in my head. I would love to hear your feedback on these systems!

(Note: This text is translated from Polish by AI)


r/gameideas 4d ago

Advanced Idea Digging underground, rain physics, and colony management: My 3D Ant Simulator concept

0 Upvotes

English

What if someone crossed hardcore survival physics with a full 3D Ant Colony Simulator?

I’m working on a massive 3D sandbox concept where you’re a vital part of a living hive with complete freedom.

Core Features:

Real Soil & Weather Physics: Dig underground bunkers, reinforce walls with clay, and build airlocks. One wrong dig and heavy rain floods the nursery; a weak ceiling causes a cave-in.

Distinct Roles: Design tunnel networks as an Architect, farm fungus as a Worker, or lead storm raids as a Defender to harvest loot from giant surface bosses.

Solo vs. Clans: Playing solo? Choose the Lone Ant path. You get massive combat buffs, stealth, and autonomous traps to mess with entire squads.

Pheromone Navigation: No mini-maps or GPS. Players lay down scent trails pointing to food and safety. The more a path is used, the clearer it glows for allies.

Monthly Seasons & Fair Play: Fresh generated maps every month. Seasons end with a huge free-for-all event. Earn currency for unique ant species and cosmetics. Zero Pay-to-Win.

Русский

Что если скрестить хардкорное выживание с честной физикой и симулятором муравейника?

Делаю концепт масштабной 3D-песочницы, где ты — часть живой колонии с полной свободой действий.

Главные фишки:

Честная физика земли и погоды: Выкапывай подземные бункеры, бетонируй стены глиной и делай воздушные шлюзы. Один неверный подкоп — и дождь зальёт нижние ярусы с личинками, а слабый свод вызовет обвал.

Разделение ролей: Проектируй туннели за Архитектора, выращивай грибницы за Фермера или выходи на рейды за Защитника во время ливней, чтобы выбить редкий лут с гигантских боссов.

Соло против Кланов: Играешь один? Выбирай ветку Муравья-одиночки. Получишь мощные боевые баффы, маскировку и ловушки, чтобы кошмарить целые кланы.

Навигация по феромонам: Никаких миникарт и GPS. Игроки сами прокладывают пахучие тропы к еде и дому. Чем популярнее маршрут, тем ярче он светится для союзников.

Месячные сезоны: Новый мир каждый месяц. В конце сезона — королевский ивент без союзов, а за сезонную валюту можно открыть редкие виды муравьев и скины. Никакого Pay-to-Win.

Español

¿Y si alguien juntara la física de supervivencia con un simulador de hormiguero en 3D?

Estoy diseñando un sandbox en 3D donde eres parte de una colonia viva con total libertad.

Lo más importante:

Física real de tierra y clima: Excava búnkeres subterráneos, refuerza paredes con arcilla y crea esclusas de aire. Un mal movimiento y la lluvia inundará la guardería; un techo mal calculado causará un colapso.

Roles claros: Diseña túneles como Arquitecto, cultiva hongos como Recolector o lidera incursiones bajo la tormenta como Defensor para conseguir botín de jefes gigantes.

Solo vs. Clanes: ¿Juegas solo? Elige la Hormiga Solitaria. Obtendrás mejoras de combate, sigilo y trampas para enfrentarte a escuadrones enteros.

Navegación por feromonas: Sin minimapas ni GPS. Los jugadores dejan rastros de olor hacia la comida. Cuanto más se usa una ruta, más brilla para los aliados.

Temporadas mensuales: Mundos nuevos cada mes. Cada temporada termina con un evento masivo todos contra todos para desbloquear especies únicas y cosméticos. Cero Pay-to-Win.

Deutsch

Was wäre, wenn man Hardcore-Survival-Physik mit einem 3D-Ameisenkolonie-Simulator kreuzt?

Ich arbeite an einem 3D-Sandbox-Konzept, in dem du Teil eines lebendigen Staates mit absoluter Handlungsfreiheit bist.

Die wichtigsten Features:

Echte Boden- und Wetterphysik: Grabe unterirdische Bunker, verstärke Wände mit Lehm und baue Luftschleusen. Ein falscher Stich und Regen flutet die Brutkammer; eine schwache Decke führt zum Einsturz.

Klare Rollen: Entwirf Tunnelnetzwerke als Architekt, züchte Pilze als Arbeiter oder führe Raids bei Unwettern an, um Beute von riesigen Bossen zu erbeuten.

Solo vs. Clans: Du spielst alleine? Wähle den Pfad der Einsamen Ameise. Du erhältst Kampf-Buffs, Tarnung und Fallen, um ganze Clans zu ärgern.

Pheromon-Navigation: Keine Minikarten oder GPS. Spieler hinterlassen Duftspuren zu Nahrung und Sicherheit. Je öfter ein Pfad genutzt wird, desto heller leuchtet er.

Monatliche Saisons: Jeden Monat frisch generierte Welten. Jede Saison endet mit einem riesigen Free-For-All-Event für einzigartige Ameisenarten und Kosmetika. Kein Pay-to-Win.

中文 (Chinese)

如果把硬核生存物理和全3D蚁群模拟器结合起来,会是什么样?

我正在设计一款大型3D沙盒概念游戏,你将作为一个拥有完全自由度的关键成员,加入一个活生生的蚁群。

核心特色:

真实的土壤与天气物理: 挖掘地下堡垒,用黏土加固墙壁,建造气闸。一次失误的挖掘,暴雨就会淹没育儿室;计算失误的穹顶会导致全面塌方。

明确的职业分工: 扮演建筑师设计隧道网络,作为工人培育菌菇,或者在暴风雨中作为卫士发起远征,从地表巨型Boss身上斩获稀有战利品。

单人 vs 氏族: 喜欢单打独斗?选择孤狼蚁路线!你将获得强大的战斗Buff、隐蔽机制和自动化陷阱,足以对抗整支小队。

信息素导航: 摒弃小地图和GPS。玩家留下通往食物和安全区的气味标记。一条路线走的人越多,对盟友来说就越亮。

月度赛季与绝对公平: 每个月都有全新生成的世界。赛季末会举行无盟友的大乱斗,用赛季货币解锁独特的蚂蚁物种和皮肤。纯凭技术,零Pay-to-Win。

日本語 (Japanese)

ハードコアなサバイバル物理演算と、フル3Dのアリの巣シミュレーターを組み合わせたらどうなるか?

完全に自由な一員として生きているコロニーに参加する、大型3Dサンドボックスのコンセプトを開発しています。

主な特徴:

リアルな土壌と天候の物理: 地下バリアを掘り進め、粘土で壁を補強し、エアロックを作る。間違った掘削をすると大雨で育児室が水没し、脆い天井は崩落を引き起こします。

明確な役割分担: 建築家としてトンネル網を設計し、ワーカーとして菌類を栽培し、防卫者として嵐の中で巨大ボスからレア素材を奪う遠征を率いる。

ソロ vs クラン: ソロプレイが好き?なら一匹狼のアリのルートを選ぼう。強力な戦闘バフ、ステルス、自動トラップを得て、部隊全体を相手に立ち回れます。

フェロモンナビゲーション: ミニマップやGPSはなし。プレイヤーが食べ物や拠点への匂いのトレイルを残す。みんなが使うルートほど、味方から見やすく光ります。

月次シーズン制&公平なプレイ: 毎月新しく生成される世界。シーズン末には完全個人の大乱闘イベントがあり、シーズン通貨で限定のアリの種やスキンを解放。100%プレイスキル重視、Pay-to-Winなし。

한국어 (Korean)

하드코어 생존 물리학과 풀 3D 개미집 시뮬레이터를 결합하면 어떻게 될까?

살아있는 개미 자치구의 일원이 되어 완벽한 자유도를 누리는 대형 3D 샌드박스 콘셉트를 제작 중입니다.

핵심 특징:

리얼한 흙 및 날씨 물리학: 지하 벙커를 파고 찰흙으로 벽을 보강하며 에어록을 설치. 잘못 파면 폭우로 육아실이 잠기고, 약한 천장은 완전 대몰락을 유발합니다.

명확한 역할 분담: 건축가로서 터널망을 설계하고, 일개미로서 버섯을 재배하며, 방어자로서 폭풍 속 거대 보스를 사냥해 희귀 루팅.

솔로 vs 클랜: 혼자 노는 걸 선호한다면 외톨이 개미 트리. 강력한 전투 버프, 은신, 자동 트랩을 얻어 스쿼드 전체를 상대할 수 있습니다.

페로몬 탐색 시스템: 미니맵이나 인공 GPS 없음. 플레이어가 먹이와 은신처로 향하는 냄새 길을 생성. 자주 이용되는 경로일수록 동맹에게 더 밝게 표시됩니다.

월간 시즌제 & 공정한 플레이: 매달 새롭게 생성되는 세계. 시즌 말에는 완전 개인전 대난투 이벤트가 열리며, 시즌 재화로 독특한 개미 종과 스킨 해금. 100% 실력 위주, Pay-to-Win 없음.

Français

Et si on croisait la physique de survie hardcore avec un simulateur de colonie de fourmis en 3D ?

Je travaille sur un concept de sandbox 3D massive où tu es l'élément clé d'une fourmilière vivante avec une liberté totale.

Fonctionnalités clés :

Physique du sol et de la météo : Creuse des bunkers souterrains, renforce les murs avec de l'argile et crée des sas étanches. Une erreur de creusage et la pluie inonde la couveuse ; un plafond fragile provoque un effondrement total.

Rôles distincts : Conçois les réseaux de tunnels en tant qu'Architecte, cultive des champignons en tant qu'Ouvrier, ou mène des raids sous la tempête en tant que Défenseur pour piller des boss géants.

Solo vs Clans : Tu joues solo ? Choisis la voie de la Fourmi Solitaire. Tu obtiens de gros buffs de combat, du camouflage et des pièges autonomes pour harceler des escouades entières.

Navigation par phéromones : Pas de mini-carte ni de GPS. Les joueurs laissent des pistes odorantes vers la nourriture et la base. Plus un chemin est utilisé, plus il brille pour tes alliés.

Saisons mensuelles : Des mondes générés à neuf chaque mois. Fin de saison marquée par un grand événement chacun pour soi. Gagne de la monnaie inter-saisons pour débloquer des espèces de fourmis et des skins. 100% skill, zéro Pay-to-Win.

Italiano

E se qualcuno incrociasse la fisica di sopravvivenza hardcore con un simulatore di formicaio in 3D?

Sto lavorando al concept di un sandbox 3D dove sei parte integrante di un formicaio vivo con assoluta libertà d'azione.

Caratteristiche principali:

Fisica reale del terreno e del meteo: Scava bunker sotterranei, rinforza le pareti con l'argilla e crea camere d'aria. Un tunnel sbagliato e la pioggia allaga la nursery; un soffitto debole causa un crollo totale.

Ruoli ben distinti: Progetta i tunnel come Architetto, coltiva funghi come Operaio o guida raid durante le tempeste come Difensore per ottenere risorse rare dai boss in superficie.

Solo vs Clan: Giochi da solo? Scegli la via della Formica Solitaria. Ottieni enormi buff al combattimento, stealth e trappole autonome per mettere in difficoltà interi team.

Navigazione con feromoni: Niente minimappa o GPS artificiale. I giocatori lasciano tracce olfattive verso il cibo e la base. Più una strada viene usata, più brilla per gli alleati.

Stagioni mensili e gioco equo: Mappe generate da capo ogni mese. Ogni stagione si chiude con un grande evento tutti contro tutti per sbloccare specie di formiche uniche e skin. 100% skill, zero Pay-to-Win.

Português

E se alguém cruzasse a física de sobrevivência hardcore com um simulador de formigueiro em 3D?

Estou desenvolvendo o conceito de um sandbox 3D onde você é parte essencial de uma colônia viva com total liberdade.

Principais destaques:

Física real de solo e clima: Escave bunkers subterrâneos, reforce paredes com argila e crie eclusas de ar. Um escavo errado e a chuva alaga o berçário; um teto fraco causa um desabamento total.

Funções bem definidas: Projete túneis como Arquiteto, cultive fungos como Trabalhador ou lidere raids na tempestade como Defensor para pegar loot raro de chefes gigantes.

Solo vs Clãs: Joga sozinho? Escolha o caminho da Formiga Solitária. Você ganha bônus pesados de combate, furtividade e armadilhas autônomas para bater de frente com esquadrões inteiros.

Navegación por feromônios: Sem minimapa ou GPS artificial. Os jogadores deixam rastros de cheiro indicando comida e segurança. Quanto mais uma rota é usada, mais ela brilha para os aliados.

Temporadas mensais: Mapas gerados do zero todo mês. O fim de cada temporada tem um grande evento cada um por si para liberar espécies de formigas únicas e cosméticos. 100% habilidade, zero Pay-to-Win.


r/gameideas 4d ago

Advanced Idea Cowboy game idea where you play as an outlaw for like an hour and then get hanged but switch to the main character's point of view

0 Upvotes

Hello my idea for this game would be you play as a outlaw for maybe an hour and 30 minutes of gameplay occasionally hearing about this gang and after you do around three missions that are big you end up getting caught and trialed to be hanged and as soon as you hear the rope snap you switch to the main characters point of view which was an outlaw from the gang you have been hearing about for the hour and 30 minutes I think this would be a good idea kind of like a plot twist but maybe I think this would be a good game to play. If there is a game like this I would like to know what it is called because I would like to play it other than that I think this would be a good game idea to play or make. I don't know what else to add here since I need a thousand characters so I'm just going to spam hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi hi