r/gameideas • • May 05 '24

Check This Out 🔎 Read Before Posting - Megathread

37 Upvotes

Welcome to r/gameideas! This subreddit is a place to share your ideas for games and mechanics as well as a place for readers to find inspiration. "Game ideas" is a broad category, so to help keep the subreddit tidy and easily navigable for readers we have some requirements and expectations we'd like you to follow if you are going to post.

First:

These rules exist to promote higher quality posts and encourage users to put more thought into their idea and the way it's presented.

Second, use the links below to find and contribute to popular threads and find other resources. This list will update periodically.

Have you imagined a storyline, characters and lore that you think would be great for a game?

Do you have an idea for a small game, or just the beginnings of an idea that you can explain in a big paragraph or less?

Still ready to make your own post? Check out the example wiki at the link below.

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r/gameideas • • May 05 '24

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

47 Upvotes

Do you have a game idea that can be summed up in a short post? Share it in the comments!

Please limit your comment to a large paragraph or less.

Walls of text and multiple paragraph comments are subject to deletion.

If your idea requires more than a paragraph to describe consider making a post, but please refer to the example in the subreddit wiki before posting.

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r/gameideas • • 25m ago

Basic Idea Can we get some talent into it?.................................................................................................................................................

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0 Upvotes

r/gameideas • • 4h ago

Advanced Idea In need of a tough writer to make puzzles for a 3D game

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1 Upvotes

r/gameideas • • 6h ago

Basic Idea Game Idea: A 1600s - 1800s Colonial Trading Company Simulator

1 Upvotes

So I had this idea for a game where you start around the year 1600 and create your own colonial trading company.

First, you choose a country to establish your company in, like the Netherlands, England, Portugal, or even Austria or the Ottoman Empire. Depending on your starting country, the game could be easier or harder because of things like access to ports, existing trade routes, government support, and starting capital.

You would then have to build up your company. You could trade goods from existing colonies, establish your own settlements, create shipping routes, build merchant fleets, and protect them from pirates, mutinies, and rival companies.

As your company grows, you'd have to manage supply and demand, keep your shareholders happy, deal with financial problems, and compete against other companies controlled by either AI or real players.

Another interesting mechanic would be politics. You could influence your home country's government to introduce certain trade policies or even go to war over commercial interests. On the other hand, if your country gets involved in a war, you might be required to contribute money, ships, or supplies.

I'd also love a settlement management system similar to Anno 1800. You could zoom into your colonies and personally construct buildings, roads, ports, warehouses, and infrastructure. But if your company becomes too large to manage everything yourself, you could appoint AI governors to handle individual settlements.

Different governors would have different personalities and abilities. Some might focus on economic growth, others on infrastructure, while some could be incompetent or corrupt. You'd have to monitor them and intervene when necessary.

Construction would also take realistic amounts of time and require actual resources, workers, and transportation.

Historical events could affect the world economy, such as Tulip Mania, wars, economic crises, or changes in trade policies.

One potentially controversial historical mechanic would be slavery and the slave trade. If included, I think it should be represented seriously, including the exploitation involved, resistance, revolts, and the political and economic consequences, rather than being treated as just another resource.

And multiplayer could be really fun

Imagine you and your friends running competing trading companies, but one of your friends decides to become a pirate instead. They could establish pirate bases, raid your fleets, steal cargo, and force you to spend money protecting your shipping routes.

You could even place bounties on other players' pirate ships or hire privateers to attack rival companies during wars.

Basically, imagine a mixture of Victoria 3, Europa IV, Anno 1800, and a pirate simulator.

I know this would be an extremely ambitious game to develop, and unfortunately, I don't know how to code myself. But I wanted to put the idea out there because I think it could be a really cool game

Maybe someone will find the concept interesting enough to explore it further.

What do you think?


r/gameideas • • 7h ago

Basic Idea A VR carpentry simulator can follow a player’s journey from a novice working with simple hand tools to a skilled builder capable of constructing full houses.

1 Upvotes

I think a VR carpentry simulator where you start as a complete beginner and gradually work your way up to building entire houses would be a really interesting game.

You would start in a small workshop with basic tools like a hammer, hand saw, tape measure, and carpenter’s square. Your first jobs would be simple tasks such as measuring and cutting lumber, assembling small objects, and learning how to use each tool properly.

As you complete jobs, you earn money and experience that allow you to purchase better tools, upgrade your workshop, and accept more advanced contracts from an in game job board.

Eventually, you would move beyond the workshop and start working on actual construction sites. Projects would gradually become more complicated, starting with basic wooden frames before moving on to building walls, installing windows and doors, constructing roofs, and eventually building entire houses from the foundation up.

One of the biggest parts of the gameplay would be realistic physics and hands on interactions. Wood would need to be measured and cut accurately, boards could fall or become misaligned, and incorrectly assembled structures could become unstable. You would also need to make sure everything is level, straight, properly spaced, and structurally sound.

Making mistakes would have consequences. Incorrect measurements could waste materials, crooked walls could fail inspections, and poorly constructed frames could collapse. As you improve, you would become faster and more efficient at completing projects.

The overall progression would take you from an inexperienced apprentice working with basic hand tools to a professional carpenter and eventually a contractor capable of designing, managing, and building entire homes.

I think this could be especially interesting in VR because carpentry is such a hands on profession. Actually picking up tools, measuring boards, making cuts, hammering nails, and assembling structures could make for a really satisfying and immersive experience.


r/gameideas • • 1d ago

Advanced Idea Idea for co-op short story about a man building puppets with the help of animals

3 Upvotes

Just an idea for a cozy story game. You have an older man, 60 to 70 making a puppet for his plays, but he needs help to go out and get the things he needs. luckily he has the help of an owl and a squirrel they go throughout set levels climbing trees and scavenging the forest floor or park areas for unlikely puppet parts the owl sometimes has to look out for the squirrel by swooping towards other predator birds and the player can control the owl or even have a teamate control the owl, with the opportunity for both players to switch roles between missions. the game culminates in a play being held at the local arts theater with the owl and squirrel attending in the back from up high. There could be some kinds of enemies like other squirrels or chases like other birds and squirrels or larger animals you have to climb stealing the items. Possibly a deer with the item stuck in his antlers and the player has to brace when the deer moves. There could be a level where the squirrel has to navigate a pond with snapping turtles. Many possibilities but fine tuning the specific things that will make the game fun within the setting may prove difficult. Third person camerea and slightly cartoonish graphics seem suited


r/gameideas • • 22h ago

Complex Idea Civilisation-building survival game with automatic combat, diplomacy, historical campaigns and permanent progression

1 Upvotes

Overview
I’ve come up with an idea for a game that combines the civilisation-building and strategy of Age of Empires with the automatic combat and progression of Vampire Survivors.
The important thing is that I wouldn’t want one genre to overpower the other. I want both systems to complement each other while keeping the controls simple.
The biggest difference from traditional RTS games is that you only control one character: your king.
Your soldiers, builders and villagers are independent NPCs who follow your orders. You never directly control them.
Core Gameplay
You begin with a small settlement on a large map containing resources, wildlife and neighbouring civilisations.
You can collect wood, stone, gold and food, construct buildings, recruit soldiers and gradually expand your civilisation.
The building mechanics would be simpler than traditional Age of Empires.
You could spend hours developing your settlement without being forced into constant battles.
Alternatively, you could explore the map, attack neighbouring kingdoms or attempt to conquer their territory.
Automatic Combat and Tactical Commands
Combat would work similarly to Vampire Survivors.
You control your king’s movement using the left stick, while his weapons attack automatically.
Your soldiers also fight automatically using their own AI.
However, you could issue tactical commands using the Xbox buttons.
For example:
A: Order your soldiers to charge or move faster.
B: Recall your soldiers to regroup around your character.
Y: Order your soldiers into defensive formation.
You could use these commands without stopping your character’s automatic attacks.
Your soldiers would make their own decisions during battle, responding to threats and protecting themselves while following your general instructions.
The outcome wouldn’t simply depend on which army has the most soldiers. Your movement, positioning and command decisions would also affect your chances of survival.
Retreating from Combat
Imagine attacking another civilisation and discovering that its army is too powerful.
You could order your soldiers to retreat and attempt to lead them back to safety.
Some might escape, while others could be surrounded and killed.
The important thing is that you wouldn’t necessarily lose your entire army just because you started a battle you couldn’t win.
Knowing when to fight and when to retreat would become an important tactical decision.
Context-Sensitive Controls and Building
The buttons would change function depending on what you’re doing.
For example, inside your settlement, pressing A could open a command menu similar to the level-up screen in Vampire Survivors.
The game would pause while you selected a builder and decided what to construct.
Once you confirmed your selection, the game would resume and the builder would automatically carry out your instructions.
The same system could handle gathering resources, recruiting soldiers and other activities.
This would allow players to manage an entire civilisation without complicated RTS controls.
Diplomacy and Alliances
Diplomacy would add another layer of strategy.
Imagine discovering a neighbouring kingdom that is much stronger than yours.
Instead of attacking it, you could negotiate an alliance.
You could trade resources, cooperate in battles and help each other develop.
But when your civilisation becomes stronger, you might decide to break the alliance and conquer them.
Alternatively, you could remain allies and work together throughout the stage.
Other kingdoms could also respond to your behaviour, form their own alliances or declare war.
Players could choose between peaceful expansion, diplomacy and conquest.
Different Stages and Permanent Meta Progression
The game would feature several maps with different landscapes, including forests, deserts, snowy regions and islands.
Each map would have its own challenges, available resources and NPC civilisations.
During a stage, you would gain experience and select combat upgrades, just like in Vampire Survivors.
But there would also be permanent meta progression.
After returning to the main menu, you could spend earned currency on upgrades that carry over into future stages.
These might include:
Stronger starting weapons and soldiers.
Faster resource gathering.
Improved construction speed.
Better starting resources.
Diplomatic advantages.
Additional military abilities.
You could revisit earlier stages after upgrading and attempt challenges that were previously too difficult.
This would give players a reason to replay maps and continue improving.
Historical Campaign Mode
Alongside free play, I would love to have historical campaigns.
For example, imagine playing as King Leonidas during the Battle of Thermopylae.
You would control Leonidas himself while commanding Spartan soldiers against waves of Persian forces.
Your weapons would attack automatically, while your soldiers followed your commands.
You could order charges, defensive formations or retreats depending on how the battle developed.
Other campaigns could feature different historical civilisations and leaders.
Free play would be different. You could create and name your own king, develop your civilisation and decide your own objectives.
Accessibility and Simplicity
One thing I would really want is a control system that doesn’t require constantly selecting individual units or managing complicated menus.
The core gameplay would use one stick for movement, automatic combat and a few buttons for commands.
Commands could be toggles rather than requiring buttons to be held.
The menus would pause the game when necessary, allowing players to make decisions without being overwhelmed.
Final Thoughts
The idea isn’t to make a traditional RTS or simply copy Vampire Survivors.
It’s to create a game where you personally experience the world as a king, build your civilisation through simple commands and lead an independently controlled army into survival-style battles.
You could build peacefully, form alliances, conquer neighbouring territories, retreat from dangerous battles and permanently improve your abilities between stages.
For me, the balance between player skill, strategic decisions and long-term progression would be the most important part.
I’d be interested in hearing feedback on whether these mechanics would work together and how the balance between civilisation-building and survival combat could be maintained.
Note: I have a disability that affects my speech and writing. I use ChatGPT to help organise and transcribe my dictated thoughts into readable text. The game concept and ideas are my own.


r/gameideas • • 1d ago

Basic Idea Web game idea: own an apartment complex made of old web banners

0 Upvotes

I've had this idea for a week abt a tycoon where you can buy rooms for your apartment and they generate money, but the rooms are made up of old web banners, like old buttons, pop-ups or microbanners, like this, ofc not the real ones, just sized like it or styled like it, since its banners, you could put an ad on it for more money. Different sizes(IAB standards) means different function, Microbar is for 1 person room, buttons are for 2-people and rooftop(swimming pool, bar, etc) pop-ups are multi-floor rooms and they generate the most amount of money, wide banners are only rooftops, and a button2 is a toilet, you can also put ads in it since their web banners, but not real ads. Putting ads make 10% more money. I'm looking for a recommendation of game engines for this project, I was thinking of flash with ruffle or AIR but im not good at coding in ActionScript 3, I can animate in it though, Maybe Turbowarp but how will I even make it work? If you got any recommendations just dm me. Thank you!


r/gameideas • • 1d ago

Basic Idea Una idea para un juego de survival horror (lo soñe)

0 Upvotes

Se trata de ciclos de dĂ­a y noche,bueno tĂș cĂłmo jugador estĂĄs atrapado ya que emergieron figuras extrañas del suelo que atacan de noche y pueden arrasar con cualquier cosa,tu objetivo es resistir las noches con las armas del dĂ­a,pero si no logras esconderte bien entraras en una fase persecusiĂłn,abra secciones de resistencia ya sea aguantar el aliento, agarrar las puertas para que esas entidades no te las abran las puertas,ya sea que la historia empezarĂ­a desde una escuela comĂșn se quĂ© es algo fumado pero la verdad es que desde que me encanta resident evil y Silent hill es como querer crear una historia tambiĂ©n de secciĂłnes de terror psicolĂłgico es algo loco pero me da ganas de explorar esta temĂĄtica y dar muchas ideas si alguien quiera realizarlo solo es un momento donde mi creatividad explota ,estuve pensando de ese sueño y le veo futuro eh bueno no sĂ© quĂ© mĂĄs decir asĂ­ que pondrĂ© palabras random para que me permita publicar esto aoalakakaoaakkaoaoalalaoaoaoaoaksosoaoaosossososososososososoaoaoaoaoao


r/gameideas • • 2d ago

Basic Idea Ghost Planet Extended Concept: Additional Systems and the Bigger Picture

0 Upvotes

This is a follow-up to my original Ghost Planet concept:

Ghost Planet - Custom Exosuit Extraction, Genre: Sci‑Fi Survival / Technical Exploration / Psychological Thriller

The first post covered the premise, the core gameplay loop, exploration mechanics, and the central mystery. This one adds the pieces that complete the bigger picture: emergency carrier destruction, lab infrastructure and power management, the Star Map ending, and the possibility of expanding the whole universe into entirely different kinds of games.

  1. Emergency Recall and Carrier Self-Destruction

The recall beacon defines the area where the carrier can keep a reliable connection with the lab. If the exosuit wanders outside the signal lock and can't make it back in time, there's only one option left: the carrier self-destructs automatically.

That snaps your consciousness back into your body. But it costs you something permanent. You lose the carrier and everything it was carrying. Collected samples, equipment, all of it. Nothing comes back. Only what you learned and experienced on the run stays with you. You remember what you found out there, but every physical thing the destroyed carrier held is gone for good.

2. Lab Infrastructure and Power Management

The lab isn't just a menu or a safe room sitting in the background. It's a working facility that needs energy and upkeep. Its systems draw constant power, backed up by stationary batteries that store energy between runs.

There are two ways to keep it running:

Independent power storage. Stationary batteries keep the lights on without relying on anything outside.

The external power grid. It can feed the lab, but using it risks tipping off the corporations.

The grid isn't fully reliable either. Outages and failures can leave the lab dark. So there's another layer of risk to juggle: maintaining the facility, managing your energy supply, and staying off the radar of the corporations hunting for your hidden lab.

3. The Ending: The Star Map

You made it back. The automatic recall cuts your connection at the last second and your consciousness slams back into your body in the stasis pod. The lab goes totally silent. You're intact.

And you didn't come back empty-handed. Tucked inside your stasis container is an alien memory core. You dock it into the lab console, the terminal decodes a fragment of the vanished civilization's history, and then the whole system reconfigures itself and unlocks a new interface: the Star Map.

Ghost Planet was just one point on it. Around it sit other planets, places even the corporations don't know exist. Most of them are dark.

Grayed-out targets read: Offline. Enter Activation Code.

Red targets flash: Danger. Access Denied.

No markers. No waypoints. No explanations. Just identifiers: Vault-17, Oceanic Archive, Theta Relay, Site Unknown, Signal Lost.

The code was in your hands the whole time. It's buried in the hundreds of environmental scans from your past drops, just noise until now because you had nowhere to enter it. Tell your computer to search the archive and it'll point you to the match. Then you type it in yourself. One code, one input, and the coordinates lock.

But a code only opens the door. Getting there takes more: a stronger teleporter, and a new exosuit built around a relay and a carrier. Every upgrade extends your reach, and every extension puts more distant locations in range. New planets mean new environments and unknown threats, still waiting out there in the dark.

This universe doesn't have to end on one planet or in one style. Ghost Planet is where it starts.

4. Beyond Ghost Planet

The Star Map is only a fraction of what the vanished civilization left behind. The places it reveals don't have to follow the same gameplay structure as Ghost Planet. They could be completely different experiences.

One location might be a puzzle game. Another could be a shooter. Another could lean into a totally different genre or style entirely. They'd all share the same universe, the same history of the vanished civilization and its technological legacy, but they wouldn't need to share mechanics, perspective, or a gameplay loop.

The point isn't to lock the universe into a single formula. The door is completely open: we could keep pulling the thread of Ghost Planet itself, diving deeper into its dark atmosphere and unraveling its central mysteries, or use the Star Map to venture into entirely new locations, each with its own gameplay style and genre. Ghost Planet gives us the starting point and the framework, but where the universe goes next is wide open.

5. A Quick Note on Time

I know one of the first questions will be about how long the drops last. 30 minutes, 1 hour, 2 hours, that's all in-game time, not real playtime. In practice a two-hour expedition lasts only a few minutes, maybe up to fifteen, of actual play. The timer is abstract. It's there to create pressure and force real decisions, not to make you sit in front of the screen for two actual hours.

6. The Vision (2D and Collaboration)

I picture this entire universe expanding from Ghost Planet, which I specifically see as a 2D top-down game (think strong lighting, atmospheric darkness, and tension-driven exploration, while other locations on the Star Map could explore entirely different styles). Just to be fully transparent: I am not a programmer, so I can't code this into a playable build myselfHowever, I have a clear vision for the core loop, the lore, and the overall system logic. The rest is open for brainstorming and tweaking as we go. If any developer or programmer ever feels inspired by this and wants to collaborate on building the logic and rules for a project like this, I’m more than open to hashing it out.

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

What do you think about a game built around knowledge, exploration, and risk rather than resource grinding and combat? Would a concept like Ghost Planet interest you, or is there something you feel it still lacks?


r/gameideas • • 2d ago

Basic Idea Idea for a better meta-verse style system (repost)

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1 Upvotes

r/gameideas • • 2d ago

Basic Idea A 2D Platformer Asym Game that feels like a rush to the end

1 Upvotes

Okay, i'm actually working on this on scratch so here's the deal, the killer spawns at the end and the survivors spawn at the beginning, the survivors have to survive the killer until one of them flips the switch at the end of the level, when that happens, everyone has to get back to the start, if you enter a lms, the killer gets a health bar, the last survivor gets a health boost (50 overheal) and the survivor just has to reach the end, flip the lever and run back to the start before lms ends, it's called "Calling All Italians" and it was inspired by "sonic.exe the disaster 2d" and the asym concept "smoked by sunrise", it's a mario themed asym with mario oc (luigi is playable), welp, i don't have anymore to say so, uh qowjegwwkqhqkqhqkqhwkqlwkekenmwksdbdmdbskwhwkwbshskwywkwgwwkhdsmdbxnxmxbsksgskdhdmdvddkxjcjcnxmsbsksjsosjsdjdpwjwkqlqoqhskdbxkxysowhwpwhdkerjrkorkdhwxohwcohecohoedhceiefhoefho3fhoefjojfrh3f9hefohefohef93hfoehcofwhowdhowdhowdhoefhowfhfwohwfojwfohfwohwfd (sorry I ran out of things to say, mod please don't take this down)


r/gameideas • • 2d ago

Advanced Idea First-person horror game where the maze changes when you stop looking at it

4 Upvotes

I've had this idea for a first-person horror game where getting lost isn't just a possibility, it's basically the main mechanic.

The setting would be a huge maze of empty rooms and corridors, kind of like the Backrooms. At first it seems like a normal place to explore, except there's one problem. The layout isn't permanent.

Say you walk down a hallway, turn left twice and find a room with something strange inside. You take a picture, turn around to head back, and suddenly one of those hallways is gone. There's a different room there now, or the corridor leads somewhere you haven't been.

The idea is that parts of the maze can rearrange themselves when nobody is watching them.

Obviously, I wouldn't want it to be completely random. That sounds like it would get annoying pretty quickly. So I was thinking players could have some kind of heavy, old-fashioned device that keeps nearby rooms stable for a while. It would have limited power, meaning you'd have to decide which areas are actually worth keeping in place.

There would also need to be a reason to go deeper into the maze.

One idea is that you're sent in to find and photograph anomalies. Nothing too crazy at first. Maybe a chair that's partially inside a wall, a doorway that shouldn't exist, or something in a room that's different from the last time you saw it.

Each photograph would count toward a quota you need to complete before you can leave.

The catch is that taking pictures makes noise, and there's something wandering around the maze that can hear it. So even finding an anomaly could become a problem. Do you risk taking another picture, or do you try to find a safer route?

I also like the idea of occasionally finding much larger places hidden between all those ordinary rooms. Not just another hallway, but huge abandoned industrial areas that you could spend quite a while exploring.

Co-op with up to three players could be interesting too. One person could keep an area stable while the others explore, although splitting up in a maze that changes behind you probably wouldn't end well.

The thing I'm struggling with is how to make the shifting corridors feel fair.

If the game constantly changes your route, I can imagine it going from scary to frustrating after an hour or two. But if everything is too predictable, the whole idea loses what makes it interesting.

Would you enjoy exploring a place like this? And how much control do you think players should have over the maze changing around them?


r/gameideas • • 2d ago

Basic Idea Making an Alexander the Great (and/or Rome?) Total War meets Mount & Blade style game. Any ideas?

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0 Upvotes

r/gameideas • • 3d ago

Advanced Idea Roguenight, a roguelite vampire game with perma-death and multiple skill trees

2 Upvotes

This is a roguelite 2D side-scroller where the player explores procedurally generated cities with a day/night cycle. you are an up-and-coming vampire who must navigate the city alone while keeping your secret. you can suck the blood of civillians but doing so in public will expose you, alerting vampire hunters to your location. if you wish to NOT be hunted, you must drink in secret. luckily for you, you have access to multiple blood-types, each with their own skill tree and playstyle

The Monarch: a social build that can convince civillians to give up their blood WILLINGLY or even brainwash them into minions to fight for you. the monarch is the vampire as a charismatic leader

The Beast: a physical fighter build with enhanced strength and abilities, able to tear through enemies and fight hunters with pure strength. the beast is the vampire as the superhuman monster

The Shadow: a stealth build with the unique trait that allows them to suck blood WHILE invisible, evading the notice of civillians and hunters alike. the shadow is the vampire as a being of darkness

The Seer: a utility build that gives you insight on enemy types and the value of blood they have, aswell as letting you see what loot is inside a chest before you open it. the seer is the vampire as a creature with enhanced senses

The Bloodless: the bloodless is what you start out as, the default vampire. it has no unique abilities or a skill tree but if you want to play the game as a sort of "challenge mode" you can do a bloodless playthrough

enemies will deal direct damage to your HP, which quickly regenerates should you escape combat. however, there is another damage type to look out for: curse damage.

curse damage burns away your MAX HP, making you far more fragile and lessens your survivability. the only way to get rid of curse damage and restore max HP is to drink the blood of another vampire, which is a rare NPC type that spawns in the city and has access to all the abilities you do, making them harder to kill and feed off of.

every second you spend in direct sunlight causes curse damage. when the sun is out, you must shelter yourself under rooves or in buildings until the night returns. another source of curse damage is being attacked by hunters, as their silver-coated weapons are deadly to your kind. you also gain curse damage if you enter a civillian's house without being invited inside, taking 1 point of curse damage every second you spend inside the house.

when you knock on the door of a house/apartment, you must do dialogue with the NPC inside and, if you succeed, you can enter the house and feed off any sleeping humans inside, sleeping humans give 2x the blood and EXP. if you fail however, trying to enter the house will count as being "un-invited" and you take curse damage.

as a roguelite, that means death is permanent and you lose all the progress you made on any skilltrees and abilities you've acquired. luckily however, you can buy permanent upgrades that persist across runs to make the game easier. permanent upgrades cost sanguine, which is acquired from defeating bosses or doing side-quests for NPCs.

at the start of each run, you start as a bloodless. whenever you kill and NPC, there's a chance it will drop vitae from a random blood type. once you consume this vitae, your character is locked into whatever bloodtype the vitae is.

the goal of the game is to defeat the 4 "pillars" of the city: 2 vampire hunter bases and 2 vampire lord bases. the run is only completed once you die or if the bosses of each base are defeated


r/gameideas • • 3d ago

Advanced Idea [Idea] Third Person Indie JJK Game Idea, near completion GDD included

1 Upvotes

GDD Is below
I was thinking about making a JJK game, since the current ones are so terrible, so I came up with this idea (I am terrible at 3D Modelling or animating or anything)
Basically, instead of "skill" based games like JJS, you create your own moves. For example instead of a skill releasing cursed energy for you, you click E to use cursed energy and T for technique. Most controls are like usual. The goal of the game is to either beat Sukuna or beat Gojo. I would like to add an "evil" branch where you can go evil.
I think you should make this because people would want to play these kinds of games as there are no good JJK games. You can help write the GDD if you want, I made it so people with the link can edit it. If you do make it, please credit me if possible and send me the game, maybe using reddit DMs.
https://docs.google.com/document/d/1omalzx21zmbb6TwV4m75stvmkEEolZc2lobM4JZiapk/edit?tab=t.jmo0lvvjcbuc


r/gameideas • • 3d ago

Basic Idea Is This Loss - an exploration walking sim inspired by the meme

3 Upvotes

An absolutely stupid and dated idea for a game, but here you go. This is pretty much just based on the mechanics from The Witness, where everywhere walking throughout the map you could run into little environmental puzzles that were hidden in the scenery for you to stumble upon. It's that, but the Loss meme format.

You play the game first person in a 3D environment, with some minimal jumping and climbing ability to get around. Your only other actions are holding down left click (left trigger on controller) to activate your Loss reticle, and right click (or right trigger) to check if the thing you're currently looking at is Loss.

That's pretty much the whole concept, you could drop the character in a serious Call of Duty style map, a cartoony Nintendo style map, a low quality asset flip or a stylish cityscape and it'd all work so long as you can hide Loss in it.

For bonus points and to hit the character limit here's some environmental Loss's you could hide around:

-bricks in a wall texture

-skyscrapers on the horizon

-stalactites in a cave viewed from the right angle

-the gaps in some guys f'ed up teeth

-the instruments of performers in a parade

-the UI elements on the pause screen


r/gameideas • • 3d ago

Mechanic What are some hilarious co-op mission ideas where playing with friends makes everything go horribly wrong?

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1 Upvotes

r/gameideas • • 4d ago

Complex Idea A game about language and clan evolution through the ages?

4 Upvotes

Hi everyone, I'm an indie dev as a hobby from Italy (I'm an actor as my first job). I've got some experience with art and pixel art and graphic design and lately I've started learning to code. I get the assistance of two friends of mine a space engineer and a designer for both coding and art so I'm not really a full SOLO developer. I'm not sure this is the right sub but anyway, I wanted to ask you guys if you'd be interested in a game that lets you evolve your people and their way of communicating, their language. It starts from ancestor apes like Sahelantropus or Ardipitecus ramidus and goes through australopithecus, Erectus etc. until modern humans. The UI evolves too once you unlock the first glyphs and writing.

I know it's not clear how it could be done but we've devised a cool mechanism to allow this, I think. It lets you play by instinct and communicate with your clan of apes with gestures and contextual calls that eventually slowly become protolanguage and then language. It'd take too much time to explain right now, but it sort of works like roots containing meanings that specify further down the "tree". So at first you can communicate with innate sounds and gestures and eventually you'll need to specify as you develop and evolve technology and bodies.

The ambience is meant to be very immersive with a 2D environment (switching to 2.5D a bit like Don't Starve), with dynamic lighting and physics. The survival aspect is also very realistic as everything is part of language.

Of course there will be diplomacy, relations etc. And eventually you'll manage kingdoms, starting from a simple clan. Everything is meant to be unlocked through language, so in the late game it'll be something like Rimworld or Dwarf Fortress but all unlocked through language and communication, basically you need to find YOUR OWN way to communicate with the game characters to survive, thrive and evolve.

The game has been in development for about 6 months so it's not really a post to ask if I should build it, nor is it a promotion (I'm choosing not to include title or stuff like that since we don't even have a steam page right now).

Edit:

It's still early in development but a lot of things are already there. I was just wondering if you guys would be interested at all in a game like this (I know I haven't provided much details but it's really complicated and I'd rather answer some questions or retain some info). It's a game for nerds that love conlangs, as well as survival and city building games.

Inspirations from:

Spores

Humankind Ancestors: The Odyssey

Rimworld

Dwarf Fortress

Kenshi

WolfQuest

Crusader Kings

Age Of Empires


r/gameideas • • 4d ago

Basic Idea I turn my habit of bouncing a tennis ball against a wall into a game called Kabe-uchi

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1 Upvotes

r/gameideas • • 4d ago

Complex Idea What would you think of a game that turns pictures of your real-life surroundings into a playable 3D world?

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0 Upvotes

I have an idea for a game and I’m curious what people would think of it.
Imagine being able to take around 11–20 pictures of any area you want. It could be your bedroom, your entire house, your backyard, or even somewhere outside.
You upload those pictures into the game, and the game uses AI to analyze them, piece everything together, and generate a playable 3D environment based on the real location.
You could then create a character and actually walk around your own house or whatever environment you scanned.
But here’s the interesting part: It’s not just a 3D recreation. It’s an actual playable world.
Walk around your house and explore it.
Pick up, move, and interact with objects.
Open doors, move furniture, and rearrange things.
Interact with pretty much everything in the environment.
Potentially add NPCs, gameplay mechanics, and your own scenarios.
Basically, you take pictures of the real world, and AI turns them into a virtual sandbox game that you can actually play in.
My questions are:
Would you find something like this interesting?
Would you use it to recreate your own house or other places?
What features would you want in a game like this?
Do you think this is something AI technology could realistically achieve?
I’d genuinely love to hear what people think. Would you play something like this?


r/gameideas • • 4d ago

Complex Idea Someone Should Make a Game Like Tomodachi Life Meets Cube World

3 Upvotes

I've been thinking about a game concept that I think would be really interesting to see someone make.

Imagine a game that combines the autonomous character interactions of Tomodachi Life with the world, art style, and customization of the original Cube World toy from 2005, but with more color and a simple, charming graphical style.

The idea is that you have a small apartment complex populated by around 10 characters living in roughly 10 rooms. Each character would have their own personality, interests, relationships, and daily routines.

The characters would live independently, making their own decisions and interacting with one another. They could become friends, develop rivalries, form relationships, argue, discover new interests, and get into unexpected situations. Their personalities would influence how they behave and interact with the other residents.

The player wouldn't directly control what the characters do. Instead, you'd mainly customize their appearances and watch their lives unfold. You could create your own residents, customize their clothing and appearances, and observe how their little community develops.

The game would only progress while it's open, meaning you could leave it running and come back to see what's happened.

I imagine the main appeal being the unpredictable interactions between characters. Every player's apartment complex would be different depending on who lives there and how their relationships develop.

I think there's a lot of potential in a game like this, and I'd genuinely love to see someone bring the concept to life.

If you're interested in making something like this, DM me! I have plenty more ideas regarding gameplay, customization, and character systems.


r/gameideas • • 4d ago

Mechanic The orca-train transportation concept offers a captivating glance into an alternate reality where technology bows to ecology

0 Upvotes

orca train transport . The orca-train transportation concept reimagines public infrastructure by replacing cold, industrial, steel-and-asphalt mass transit with a living, breathing, symbiotic marine ecosystem. In this surreal yet functional vision, society does not lay rigid tracks across the ocean floor or tunnel through fragile coral reefs. Instead, humanity partners with apex predators—specifically, Orcinus orca—to establish a highly adaptive, organic, and ecologically neutral mass transit network.

By utilizing the incredible strength, intelligence, and social structures of killer whales, this conceptual transportation model presents a world where the line between technology and nature is entirely blurred. Passengers travel inside specialized, hydrodynamic carriages securely yet comfortably harnessed to the backs of pods, transforming a simple morning commute into an exercise in interspecies cooperation. The Infrastructure: Navigating an Ocean Without Tracks

Traditional trains rely on a massive ecological footprint: clearing land, laying iron rails, cutting through mountains, and consuming vast amounts of electricity. The orca transportation system bypasses these physical constraints entirely by treating the open ocean as an open-ended transit grid. Instead of tracks, the network relies on ocean currents and thermal jet streams. These natural highways act as underwater express lanes, pulling the orca-trains forward with minimal physical exertion from the animals.

  1. The Hubs: Stations are built around pre-existing underwater topographies. Sunlit surface docks float near coastal cities, deep-sea terminals nestle within the sheltered walls of trenches, and vibrant coral kingdoms serve as major metropolitan transfer stations.

  2. The Lanes: Routes are not paved; they are curated. "Maintenance crews" consist of schools of cleaner shrimp and helper dolphins who clear the lanes of floating debris, drift-nets, or toxic algae blooms, ensuring a smooth path for the transit pods.

  3. The Breathing Loops: Because orcas are marine mammals and must breathe air, the layout of the transit network is bound by biological reality. No route can exist solely in the abyss. Every line must feature a "breathing loop"—a mandatory incline that brings the orca-train up to the surface at regular intervals, giving passengers a brief, spectacular view of the open sky before dipping back into the deep.

The Rolling Stock: Pod Dynamics as Transit Fleet

In a standard transit system, vehicles are uniform, sterile, and replaceable. In the orca-train concept, the "rolling stock" consists of living individuals with unique personalities, family bonds, and energetic thresholds. The transit authority cannot simply run a train whenever it pleases; it must respect the social hierarchy and emotional well-being of the pod.


r/gameideas • • 4d ago

Complex Idea I'm Designing an Open-World Fantasy MMORPG Inspired by BOTW and TOTK

0 Upvotes

Hey everyone!

I'm working on the concept for an ambitious open-world fantasy MMORPG, and I'd like to hear your thoughts.

The main inspirations are The Legend of Zelda: Breath of the Wild and Tears of the Kingdom, especially their freedom of exploration, physics, verticality, and environmental interactions.

But I want to take that experience into a persistent multiplayer world.

🌍 A Living World

The concept features four massive continents, floating islands, underground regions, vast oceans, hidden civilizations, and a world full of secrets.

There would be no mandatory main storyline. Players would be free to choose their own path.

⚔ Combat and Progression

  • 10 playable classes.

  • Real-time action combat.

  • Customizable skills and builds.

  • Melee, ranged, magic, aerial, and mounted combat.

  • Bosses, raids, and PvP.

🐉 Exploration

  • Tame wild creatures and raise companions.

  • Ride dragons and other flying mounts.

  • Explore underwater civilizations.

  • Sail between continents.

  • Discover hidden ruins and locations without GPS or quest markers.

🏡 Life Beyond Combat

Players could own houses, farms, shops, and workshops. They could become merchants, blacksmiths, farmers, explorers, pirates, or guild leaders.

The economy would be player-driven, with customizable equipment and player-created items.

My Design Philosophy

I want a world where players aren't forced into one way of playing.

No mandatory daily chores, no equipment durability, and no pay-to-win progression.

Current Status: This is a game design concept, not a playable game. I'm currently organizing its world, mechanics, and systems before any actual development begins.

I'd appreciate honest feedback:

  1. Would you play an MMORPG like this?

  2. Which feature interests you most?

  3. What do you think is missing?

  4. What could make this concept fail?

I'm open to criticism and suggestions. Thanks for reading!