r/gameideas • • May 05 '24

Check This Out 🔎 Read Before Posting - Megathread

39 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.

Got a suggestion for the sub? Want to see a new flair, themed threads or any other addition to the sub?


r/gameideas • • May 05 '24

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

46 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 • • 7h ago

Basic Idea Simulation, visual novel type game where you inherit an antique shop from your deceased parents, and slowly start to uncover the truth behind why they passed away.

2 Upvotes

So me and my friend were talking about visual novels when we suddenly thought of an idea- which I honestly found pretty interesting...

Basically, MC inherited an antique shop where they repair artifacts for customers. They have the ability to immerse themselves in the memory of an object, so they make use of it to piece together history. Everything was going well at first, until one day, they immerse themselves in an object that revealed something about their parents, which made them question the truth behind how and why they died. The rest of the game is spent trying to uncover what truly happened.

This game would have a lot of mechanics—like needing to balance your finances (money you earn from customers, with rent, electricity, food and water), choice based (when talking to customers. So choices you make can affect the ending and responses you get), minigames (having to clean/repair the artifacts, or when piecing together evidences). We also thought it'd be cool to add romance options for those who want more drama in their stories HAHAHA

This is inspired by games like don't pick up, papers please, and various cleaning games (like catpet cleaning simulator)


r/gameideas • • 15h ago

Basic Idea Game design idea: ReWorld: Project Consciousness — An AI-Engineered, Classless Sandbox

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0 Upvotes

r/gameideas • • 16h ago

Basic Idea Indie fighting game idea that I want to make at one point

1 Upvotes

New fighting game idea: An homage of classic 90s fighting games like MK, story idea for it: An evil being has recently returned from the dead to prove he his the ultimate fighting master. So he summons the best fighters across time and space to see if they can beat him, and if they beat him, he'll grant them one wish. Characters: Martial artist: the standard martial arts character who wants to beat the evil being and wish him eternity in hell, as the evil being killed a bunch of his family or something. There's also a Venezuelan girl who is kind of like Chun Li, but more tropical. Also a cat girl from an early period in time. I also thought of a Swedish army soldier and a futuristic super armor guy. Another character I have is a Spanish assassin kind of like Zorro, with the black hat outfit, sword, and a rose. Those are all the characters I have thought of for the game so far. I don't have a studio to make the game really, but I'll save this idea for the future, I just wanted to see what people thought.


r/gameideas • • 16h ago

Mechanic Competitive FPS with fully procedurally generated maps

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1 Upvotes

r/gameideas • • 17h ago

Basic Idea A new era for kaiju games, dead by daylight but with giant monsters!

1 Upvotes

so, my main idea is a kaiju game like dead by daylight but with almost fully destructible environment, the kaiju could be player or advanced ai. I was thinking different game modes like the normal fix the thing to escape or kill the monster, kill the monster without being killed like it’s you have so many respawns until it gets killed, and maybe one where you have to survive long enough to get to be a mech kinda like mecha Godzilla. the game would revolve around the monster having to kill and or destroy enough of the city to win and the players having to survive and kill the monster. maybe having different vehicles over a expansive map.

the main loop:

survive the monster and get tasks or something like that done

damage:

to the humans it’s based on environment and the monsters attacks

and for the monster it’s based on the environment (sometimes) and the players weapons.

realism:

make the destruction a mix of battlefield 6 and some other stuff.

try to make it look realistic enough that theres a horror aspect to it and that it actually looks good.

i am so terribly sorry for it just going everywhere it’s my first time posting here! Hopefully someone gets inspired and makes something like this! I have no experience in game development so that’s that. But if anybody actually wants to make this please keep me in the loop! And more ideas are welcome!


r/gameideas • • 12h ago

Mechanic A mechanic for the health system of tanks in a fighter game

0 Upvotes

Here is my idea:

The tank can be split into three parts: the wheels, the gun nozzle and the sponson.

The tank has 2,000,000 health.

The first five times you hit the spot where the sponson connects to the gun nozzle, you will do 200,000 damage. After this action is complete, we will say Tank_Hurt=True. Since the tank moves faster than the player crouching, you will have to use a frame perfect glitch to go through the tank.

If you hit the gun nozzle when Tank_Hurt=False, the tank will take 1 damage. If you hit the gun nozzle after when Tank_hurt=True, the tank will auto-fire, which can kill nearby enemies with friendly fire.

If you hit the wheels at any time, the tank will explode and your character will die. You can hit the wheels while glitching through the tank, so be careful.

If you hit the sponson while glitching through the tank, you will do 200,000 damage and cause the screen to have a vibration effect which lasts for 20 seconds. If you hit the sponson while you have the screen vibration effect, the effect will become much worse. If you hit the tank while not glitching through the tank, you will do 1 damage.


r/gameideas • • 21h ago

Basic Idea Would a mining management game with fully deformable terrain and autonomous vehicle fleets interest you?

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1 Upvotes

r/gameideas • • 21h ago

Advanced Idea A game design blueprint for a cozy, open-world Pokémon remake (using Skyrim and Dinkum mechanics)

0 Upvotes

Hi everyone! I mostly prefer to watch and lurk on Reddit, but I wanted to share a big blueprint I put together for a dream Generation 5 remake. I want to see a game that combines the cozy life-simulation of Animal Crossing and Dinkum with the open-world map systems and simple routine AI of Skyrim.

I started a petition for this because I would love to see Game Freak and Bethesda partner up to make this real! Anyone is completely free to use, copy, or adapt these ideas for their own projects or fan-game demos—you do not need to credit me at all, I just want to see a cozy Unova game like this exist! \^-\^ also if you all wanna add your ideas down below you can! :0 i am autistic \^-\^ so having a skyrim like pokemon game where there are quest markers and endless world but easy to not get lost seems like a good idea! If you love this idea and want to help me try to get Game Freak to see it, I have a link to a special petition sitting quietly on my Reddit profile page! \^-\^

Nintendo & Bethesda—Make the Ultimate Cozy Open-World Pokémon Unova Game!:

The Concept:

For the next Generation 5 / Unova region games, Pokémon should move away from traditional versions and create a single, deeply customizable RPG. By combining the cozy, life-simulation mechanics of Animal Crossing and Dinkum with the immersive, open-world systems of The Elder Scrolls V: Skyrim, Game Freak can create a stress-free masterpiece that satisfies every age group.

Here is the exact blueprint for how this partnership will solve modern gaming problems and revolutionize the franchise:

  1. Fixed Time & Seasonal Cycles (The Dinkum & Skyrim Fix)

• No More Real-Time Waiting: Pokémon Scarlet & Violet's forced 72-minute clock is frustrating. Instead, use an in-game day/night cycle where players advance the time by sleeping (Dinkum) or using a "Wait" menu (Skyrim).

• Return of Seasons: Unova's beautiful changing seasons return, but they progress naturally based on your player-controlled calendar.

• Lightweight Graphics: Instead of physically altering landscapes, use Skyrim's method: change the lighting shaders, swap color palettes for autumn leaves, and load a clean snow overlay for winter. It runs perfectly without lagging the system.

  1. Total Accessibility & Anti-Lost Mechanics

• Quest Log Tracker: A built-in objective tracker and on-screen waypoint arrows ensure players with short-term memory loss or developmental differences never feel lost, confused, or overwhelmed.

• Discover to Fast-Travel: Just like Skyrim, you must explore a dungeon, town, or cave on foot to find it. Once discovered, you can instantly teleport back to it from your map at any time.

  1. Smart Console Scaling (Parental Controls & Birthday System)

Instead of forcing families to buy two separate cartridges, the game adjusts its entire universe seamlessly using the Nintendo Switch hardware settings:

• Kid-Friendly Mode (Parental Controls ON): The game is bright, cheerful, and wholesome. Text is simplified, battle difficulty is gentle, and mature features are hidden. Buying a house is fully optional—but if a kid does save up the gold to buy an estate, adult NPCs like Mom and the Professor trigger hilariously shocked and upset specialized dialogue at how a child is out-earning the entire Pokémon League!

• Adult RPG Mode (Parental Controls OFF + Over 18 Birthday): The game unlocks a deeper, mature narrative. It features complex battle AI (held items, EV/IV training), advanced business management, a choice of Good or Evil alignments (allowing you to join Team Plasma with consequences like the Professor refusing to talk to you!), and an optional, clean Marriage and Adoption system modeled after Skyrim.

  1. Endless Cozy Side Activities

• Camera Freedom: Players can choose between a nostalgic, cozy top-down perspective (Dinkum) or a highly immersive, optional First-Person View to look up at massive Legendary Pokémon at eye level.

• Simple Routine AI: NPCs follow realistic weekly schedules. Shopkeepers close on Sundays, and townspeople move around based on the day of the week, triggering special in-day events like weekend fishing tournaments.

• Own a Business: Earn wealth through non-battle management! Players can buy property to run a Pokémon Daycare, manage a Castelia City Coffee Shop, or operate a shipping cargo company using large Pokémon.

UPDATE!!!

um i been working on this for a while. so i decided to dive into it and make my own custom verison.

I originally started this idea as a Pokémon-inspired open-world game concept, but I've realized that I'd love to develop it into something of my own: an original creature-collecting adventure with cozy life-simulation elements.

I'm not a game developer yet, and I'm still learning what goes into making a game. Right now, I'm working on developing the concept, its world, its creatures, and its gameplay.

🌎 The vision

I'd love to create a living world where players can explore at their own pace, discover unique creatures, build relationships with them, and choose how they want to spend their time.

Some ideas I'd love to explore include:

  • Creature collecting and bonding: Discover, befriend, raise, and train original creatures.
  • Open-world exploration: Explore forests, villages, caves, and other locations filled with secrets.
  • A living world: NPCs follow daily routines, have their own lives, and participate in events.
  • Seasons and time: Let players experience changing seasons and decide how to spend their days.
  • Cozy activities: Fishing, collecting resources, running a café or daycare, and possibly other businesses.
  • Player freedom: Players can focus on exploring, creature training, peaceful activities, or a mixture of everything.
  • Accessibility: Clear quest guidance, optional hints, and convenient fast travel.

These are early ideas, not finalized features. I'd like to figure out which ones would work best together and what a realistic first version of the game could look like.

🐾 My own creatures and world

I'm also developing an original world called Fates, where I can create my own creatures, characters, and lore. I'd love to explore how that world could grow into a game.

💬 I'd love your feedback!

What features would make you excited to play a game like this? What do you think should be the main focus: exploration, creature collecting, cozy life simulation, or a balance of all three?

I'm new to game development, so constructive feedback and advice are very welcome. I'm hoping to keep developing this idea and eventually find people who might want to help me learn and bring it to life.

Thank you for reading! 💗


r/gameideas • • 1d ago

Advanced Idea My telltale star trek game idea with space and time and universe travels and battles all up as well

2 Upvotes

I'd so love to see like a huge universe spanning like telltale games based fully on all of the original star trek movies up till generations. And my games idea would have like everything from all of the movies the battles time abd universe travelling and also the quieter reflective moments as well wuth choices that fully reflect how your crew feels about you and what happens next all up as well. And have little nods to the older expisides of the original series like the gate guardian and trouble with tribbles as well and spocks visions with vger and when he mind melds with mcoy before he dues in the warp core and getting his katra back and remembering kirk and meeting his is long lost brother sybok all up as well. And it would also have all of the epic space battles like against khan in the nebula and against the kligons all up as well no matter what and the final scene where he dies in Picards arms right there on verdisn 3 and fully passes the torch to him and the next generations crew fully but not before telling him everything that he knew from the gate guardian that he never had to realised until that final moment. And the final scene showing the enterprise d flying off intk the vast reaches of space in the final shots to show the full circle moment.


r/gameideas • • 1d ago

Complex Idea Game name panic its a psychological horror game of a civilian in a horror situation

1 Upvotes

I have a fully mapped-out vision for a realistic, hyper-immersive horror game named Panic, and I’m looking for a programmer or co-developer to help build a prototype in Unreal Engine 5. I can’t code, but I have the mechanics, enemy AI, and pacing completely designed.

The core rule: 100% player control at all times and zero background music/ambient drones. The game is completely silent except for real world sounds and footsteps. You play an untrained civilian, so sprinting makes your arms flail, your flashlight bounces erratically, and your hands shake violently during stress.

The Three Entities:

• Screaming Corridor Monster: Fills up a hallway, standing totally still in the dark. The exact millisecond your flashlight/camera hits its head, it screams horribly and charges with zero build-up.

• Audio Stalker: Silently follows you. Its steps are slightly out-of-sync with yours. If you stop walking, it takes one or two extra heavy steps right behind you before going silent.

• True Mimic: Uses your microphone. If you gasp or swear, it records a 3-second clip of your voice. It plays it back later to bait you—first as distorted static, then stuttering like it's learning, and finally mimicking your exact voice perfectly right next to you.

Combat & Sickness:

• Untrained Combat: Fighting is desperate and slow. Finishers involve your character sobbing in panic while repeatedly hitting a human enemy with a pipe just to make them stop moving, draining your stamina.

• Sickness & Healing: Fumbling with bandages takes a slow 8 seconds. Deep cuts require a suture kit or you bleed out, leaving a physical trail of blood drops. Dirty water/bandages make you sick, causing random, involuntary coughing that instantly gives away your hiding spot.

Pacing & The Rigged Ending:

• Tension Director: A background system tracks your tension. If you're safe for over two minutes, it dynamically pushes an audio cue or monster toward you.

• The Shadow Silhouette Ending: You finally escape outside into a massive, wide-open nature expanse where your flashlight dissolves into the endless dark. 30 feet away, a giant monster scans the trees. The millisecond you step outside, it hardlocks onto you, charges, and kills you.

• The camera drops, facing back at the doorway. The flickering hallway lights project a massive shadow onto the exterior wall, forcing you to watch the silhouette of the monster ripping your character apart. It's a hardcoded narrative punchline—you survived the building, but you didn't survive the game


r/gameideas • • 1d ago

Basic Idea Space Mining Game where you use explosions, drones, and lasers to mine resources from asteroids or barren planets.

0 Upvotes

A game where you pilot a ship that deploys a mining drone onto an asteroid, planet, or moon and you control the drilling from the drone. The ground wouldn't have any caves or anything like that, but the resource distribution would be somewhat random (common ores near the surface, rarer ones deep underground). As you make money selling the ores, you can buy upgrades that includes small robots that automatically drills in a single direction, explosives to mine large areas at a time, lasers that can mine long rows of material in an instant, and scanners that maps out what resources are available and their locations.

Upgrades on your ship can include an on-board refinery (so you can sell raw metals at a higher markup), your own hydroponics farm (so you can save money on food supplies), an ice melting machine and water purifier (so you can save money on water supplies) and an electrolysis machine that's bigger than the O2 generator, allowing you to use it as rocket fuel (and thus, saving money on rocket fuel). You would have to operate and maintain these machines as well. Spare parts will have to be purchased maintain them and if you neglect maintenance for too long, the machine will break down and even more spare parts will be needed to repair it.

There would be a skills tree, consisting of cooking, surveying, engineering, and bartering. Better cooking skills improves your satiation recovery per meal, surveying allows you to better identify what resources are available on an asteroid/planet/moon before visiting it, engineering allows you to automate the machine upgrades and reduce maintenance requirements, and bartering would secure lower purchase prices for supplies, while getting higher sales prices.

The end game would be to find another habitable planet.


r/gameideas • • 1d ago

Advanced Idea Gacha where the prizes are rooms and furniture, and players vote on whose room has the best "aura"

0 Upvotes

An idea I've been turning over, and I'd like opinions on the design rather than players.

The core loop: you open chests and pull rooms, furniture and "auras" (a glowing effect that surrounds your room) across six rarities, the rarest at roughly 1 in 100. Everything you pull is something you place. Each room is a small floating island, and you decorate it by dragging pieces around, setting small things on tables and choosing the time of day. You can also shrink down and walk around inside it.

Each room gets an aura score from how well it's put together: pieces that suit the room's theme, variety, how full it is, mood, and a bonus for rare showpieces. Then rooms go head to head and a crowd votes, a bit like Dress to Impress but for rooms. Duplicates turn into a currency you spend on pieces you're missing.

Questions I can't settle:

  1. Is "decorate, then get judged" enough of a reason to keep pulling, or does a gacha need combat or progression behind it?

  2. Should the score be visible while you decorate, or does that turn it into filling out a checklist?

  3. Real player votes are more fun but easy to game. Would a blind vote between two rooms be enough?

  4. What would make a 1% pull feel worth it when it's furniture and not a character?

I have a rough prototype of this, so I can say what works in practice if that helps the discussion.


r/gameideas • • 2d ago

Advanced Idea I'm making a god game inspired by Populous: The Beginning, Black & White and From Dust – here's the first look at Elemental Conquest

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1 Upvotes

r/gameideas • • 2d ago

Basic Idea A game where you roam from town to town as a merchant

17 Upvotes

You start as a lone traveling merchant with nothing but a pack on your back and a few coins in your pocket. Every town in the world has its own economy. Some grow crops, some mine ore, some weave cloth, and each one needs things it can't make for itself. Your job is to learn what each town needs, when it needs it, and how to get it there before someone else does.

The seasons matter. A farming village has cheap wheat and bread after the harvest but pays well for tools in the spring. A mountain town produces iron year round but runs short on food every winter when the passes get cold. Buy grain in the valley, carry it up the mountain, sell it at a profit, and load up on iron to take back down. The best routes aren't always obvious, and they change as the year turns.

There's no direct combat. The roads are dangerous, but you deal with that by planning ahead. You can hire bodyguards to travel with you, pick safer routes that take longer, or gamble on a shortcut and hope for the best. Losing a cargo hurts, so every trip is a decision about how much risk you're willing to take.
As you earn money, you grow. A pack becomes a cart, a cart becomes a wagon, and eventually you're running a full caravan with hired hands and multiple routes. Bigger loads mean bigger profits, but also bigger targets and higher costs. You start out trading from one person to the next, and you finish as the merchant every town depends on.


r/gameideas • • 2d ago

Basic Idea I cant be sure if my feature ideas count as copy or inspiration

2 Upvotes

First of all the game im designing the lore, the gameplay and the features is only on paper and in my documents right now and i can't start developing at the moment.

I decided to design my metroidvania sometime ago and it was going SUPER great. Every little lore piece, gameplay mechanic ideas, character doodling on random papers... This is the first time I've had so much passion for one of my projects and its amazing. While thinking about it i realized how much i wanted this game to be similar to hollow knight and silksong. There are a lot of features that i want to use from team cherry games. And i know these aren't my "feature ideas" but things i wanna add since they worked well. I want to go over them for a little:

Hit and gain mana to heal or cast spells: I want to use this since its very fun to play when risk-reward balance is set well.

Freeing helpless or caged creatures scattered around the map: fleas and grubs i mean.

Collecting pieces of hp and pieces of mana upgrades: mask shards and vessel/spool fragments.

Hunter's journal: This one is very good for explaining lore in a well made way.

Map system: the map system in both games are so simple yet enough and well made.

Untelegraphed hps for bosses and enemies: seeing no number on top of an enemy makes the battle more natural and feel real.

NPCs speaking gibberish: "garama!" "Awooo!"

These are all the things (comşng to my mind) i want to add to my project. I dont really know what answer im seeking but picture this: A game with THİS much of similarities to hk and ss in a different skin. Would you, as a player, see this as copying? Maybe i dont have enough "gaming experience" to tell "oh this is normal dont worry". I just want to create something i know i will like. And if im going to do that i will try to do that as good as i can.


r/gameideas • • 2d ago

Basic Idea Doom3 engine mod in the form of among us with assets to match

1 Upvotes

Use the open source code for doom 3 and strip all the assets for copyright. Take the puzzles and mini game aspects and wrap a game around it in the style of among us where each player is isolated in a chamber and must solve a puzzle involving power conduits and oxygen tanks while leaving notes on a pda tablet for the next player to take up the puzzle while moving onto the next chamber with a time limit. Buying time between each chamber to keep the station from exploding one of the players is a sabatour but the only way to communicate your suspicions is via the pda tablets on each chamber wall.

Only after the communications power and air systems are all online do all the chambers open and the players can then aquire the security pistols/armor and gun down the sus player before he detonates the reactor. If you kill the wrong guy the sus wins

The bullets and other pieces are scattered around and you only discover the position of the chambers next to each other in a random configuration as you progress from one to the other. Then you only have a short amount of time to aquire a weapon and stop the sus


r/gameideas • • 2d ago

Basic Idea A Game idea where you can control the elements of the periodic table.

3 Upvotes

I have an idea for game where your a protagonist in a fantasy world. You were born with the power to control the elements of the periodic table. the twist is, to actually harness the elements you have to do chemistry problems such as turning a hydrocarbon can combusting it with oxygen to create fire and other byproducts to attack enemies. other chemistry things such as breaking apart molecules or form molecules. to use elements to solve puzzles and whatnot. instead of just being able to harness elements along the way, you have to practice the certain chemistry skill while fighting enemies to become stronger. you could make enemy armor weaker by replacing some of the armors metal ions with another, weaker metal ion to break it apart. TO make certain molecules you would need to have access to lab equipment (it would be rudimentary) and would fit into the lore of how you obtained it. when doing the problems itself, the game would freeze and there would be like a 30 second timer and such. you would have to understand chemistry concepts to actually play the game and be able to do multiple calculations with the time allotted. there could be critical hits when you say have the correct amount of sig figs or something of the sorts. there would be other chemistry concepts but that's all i can think of right now. thoughts?  


r/gameideas • • 2d ago

Mobile Gravebloom: I made an ASCII game where you play the necromancer and dead heroes become your dungeon.

2 Upvotes

I've been building Gravebloom, a necromancer dungeon-management game that sits somewhere between an idle game and a hands-on one. Heroes raid your crypt live in front of you, and whatever dies down there is yours to reuse.

**How it plays**

- **You dig the dungeon yourself.** A great gate leads into a labyrinth of caves and tunnels. Tap any cave or tunnel to zoom in and fill it with monsters, deadly plants and traps. Different cave types change how fights go.

- **Heroes don't know the way.** They explore blind, hit dead ends and backtrack. Clerics hang back, thieves scout ahead alone, mages burn your plants.

- **Corpses are the economy.** Fallen heroes become monsters, plants or traps, or you stitch several bodies into one combined monster.

- **Survivors matter.** Heroes who escape carry a map back with them, and named rivals return stronger.

- **You set the difficulty.** A Dread dial controls how hard the raids hit. Push it far enough and Auto-Dread unlocks, raising it after every raid you repel and dropping it when your Crystal gets cracked.

- **It keeps going.** Deeper floors open once a floor is fully dug and your Dread is high enough, and there's a lich rebirth system for prestige.

- **Works while you're away.** Digging and stitching run on a real clock, and you come back to an honest report of what happened, losses included.

You can also possess a monster and fight directly, and a raid journal tracks what's working against which hero types.

The look is terminal-style ASCII with small pixel characters, so a knight and a mage are actually distinguishable at a glance. Screenshots attached.

**Transparency:** I'm a solo dev (MSc AI student) and built this just for fun and just to dabble into mobile game dev.

I'd really like feedback on two things: whether the early game gives you enough to do, and whether the balance between watching raids and leaving it alone feels right. Brutal honesty welcome.


r/gameideas • • 2d ago

Mechanic [Systems Talk] Blind Mechanics & Vibration Tracking: Archanid Spec Sheet

1 Upvotes

Analyzing the balance of converting total loss of character vision into an aggressive anti-ambush tracking system for an asymmetrical horror MOBA.

Archanid (The Blind Exterminator) is a max-difficulty Stalker/Maniac scaling off Faith Damage. He fights blind, guided by a tarantula named Arnida on his shoulder.

  1. Passive: Vibration Sense

• Effect: The millisecond an enemy aims an ability or targets him, their position is exposed globally for 2.0s.

• Speed Shift: Target is slowed by 40%; Archanid gains +60% speed burst to counter-engage.

  1. Abilities & Scaling

• Skill 1 - Beheading (CD: 11.0s - 6.0s): Frontal attacks gain +50% damage. Next basic attack hits 3x rapidly, knocking back target for 0.8s. Securing a kill resets Ultimate.

• Skill 2 - A Merciless Slash (CD: 16.0s - 11.0s): Channels for 1.8s. Performs a spinning dance while Arnida webs the target, dealing 808 Faith Damage and an 80% slow.

  1. Ultimate - Without Feeling (CD: 55.0s - 40.0s)

• Execution: Teleports behind a target instantly, turns invisible, then snaps back to original location.

• Delayed Storm: After 1.0s, the target suffers a 3.0s flurry of slashes.

• Sheath Explosion: When Archanid sheaths his sword, the slashes detonate for 1,200–1,889 scaling Faith Damage.

Design Questions:

Does a +50% damage reward for frontal attacks ruin the assassin flanking playstyle? Is a global 2.0s reveal too oppressive against enemy stealth setups? Let's discuss!


r/gameideas • • 2d ago

Basic Idea I'm building a village mystery where every villager is run by a language model. Three villagers, no graphics yet

0 Upvotes

Kithmoor is a top-down village mystery where the villagers aren't scripted. Each one is driven by a language model: they see what's around them, remember things and decide what to do in plain language. The engine turns that into a small set of physical moves (walk, pick up, put down, give, say, use and wait).

The first mystery is planned to be a missing relic from the chapel. Only a few facts will be fixed, and how the truth comes out depends on who talks to whom.

I'm doing it in an unusual order. The simulation comes first and runs in a terminal, and the first graphics come after it passes a test of its own. So far there are three villagers (Mara, Tom and Elda), no art, and a developer viewer that draws the village as boxes and lines.

It's built with an AI coding assistant (Claude Code), working through small numbered specs. I decide what gets built and in what order.

What do you guys think? Happy to answer questions about any of it.

I have also created a channel where I will be posting my dail stuff feel free to join that too for updates.


r/gameideas • • 2d ago

Complex Idea "KETTLE OF DEATH" — FINAL CONCEPT (Changing the main mode and revising other mechanics, as well as many new changes.)

1 Upvotes

Hello everybody! I'm still the same 13 beginner game designer. In my concept, I decided to change my point of view, and make 2 independent modes that will be slightly different from each other. The modes will differ in that in one of them you are the commander of one of the brigades (bots). And in the other, you're already acting with other players.

  1. WORLD AND BACKSTORY

Setting. Alternate WWII. An enemy empire (name chosen by players) has conquered France and Great Britain, forcing the USA to withdraw from the European theater. The Allied State (name chosen by players) — an alternate USSR — held the line at the Ural Mountains, losing half its territory.

Situation. Partisans seize a railway station with two wagons of Super-Alloy — a material that could turn the tide of war. For a year, they receive airdrops and build an armored train (BP-43 locomotive and MBV-2 wagons). Their mission: break through the only tunnel in the Urals, where allies await.

The drama. They have no time for training, no paint on their armor, no experienced recruits. Only metal, steam, and desperation. The players are the last hope.

---

  1. MAIN MODE: "FIVE COMMANDERS"

This is the unspoken main mode of the game. Five players command the armored train, giving orders to NPC brigades. Players are the "brain" of the machine, NPCs are the "hands and feet."

2.1. Commander Roles

Commander Brigade Tasks

Senior Commander All brigades Coordinates others, makes strategic decisions, calls votes.

AA Commander 2–3 AA crews Monitors airspace, distributes fire, provides cover.

Gunner Commander 2–3 gun crews Selects targets, adjusts fire, manages ammo.

Repair Commander 3–4 mechanics Directs repairs, manages resources, prioritizes.

Driver 2 stokers + radio operator Controls speed, steam, orders radio operator to search for signals.

2.2. Managing NPC Brigades

· Each commander gives orders to their subordinates.

· NPCs perform work: repairs, shooting, loading shells, intercepting signals.

· NPC morale affects speed and quality of work.

· NPC health can be restored with medkits (in locomotive and MBV-2).

· NPC training — commander can improve subordinates' skills.

2.3. Information Chain

  1. Driver orders radio operator: "Search for signal!"

  2. Radio operator extends antenna, starts searching.

  3. Radio operator finds signal, interprets (Morse → text).

  4. Radio operator shouts to driver: "Tanks, three, from north!"

  5. Driver broadcasts over loudspeaker: "Everyone! Tanks from north!"

  6. Gunner Commander hears, turns guns.

If radio operator makes a mistake — everyone gets wrong data. If driver forgets to relay — team doesn't know about threat.

2.4. NPC Morale and Health

Factor Effect

Comrade's death −10% morale.

Wounding −5% morale.

Commander's support +5% morale (shout, encouragement).

Metal insert +5% morale, +20 HP.

Drinking session +10% morale, +10% efficiency.

2.5. Commander Skills

Commander Skill Effect

Senior Commander "Hold the line!" +10% to brigade morale.

AA Commander "Fire at the sky!" +10% to AA aiming speed.

Gunner Commander "Hit the weak spot!" +10% to damage on weak points.

Repair Commander "Patch it up!" +10% to repair speed.

Driver "Full speed ahead!" +10% to max speed.

2.6. Shared Skill: "Crew Spirit"

· Unlocked after maxing out all commanders.

· Gives +10% morale and +10% efficiency to entire brigade.

· Does not reset on September 1st.

· Takes very long to level up.

2.7. "Drinking Session" Mechanic

· Players find beer (schnapps) or vodka (rare).

· With the shared skill from at least one commander, a vote can be started (out of combat).

· Effect: +10% morale, +10% efficiency for the crew.

· Drinking affects NPCs: they smile, joke, work faster.

2.8. "Adrenaline" Mechanic (Driver)

· Driver can turn vodka into an adrenaline substance.

· Gives to any fighter (NPC or player).

· Effect: for 30 seconds, efficiency is doubled.

· After effect — exhaustion: fighter loses ability to work for a time.

2.9. Metal Inserts (Repair Commander)

· Repair Commander (or subordinates) finds worn equipment at stations.

· Uses workbench (near radio station or in MBV-2).

· Turns equipment into metal inserts.

· Gives to NPC fighter: +20 HP to max health, +5% morale.

---

  1. SOCIAL MODE: "MASSIVE" (30–60 players)

This is an alternative mode. Each player is part of the crew. You work with your hands.

3.1. Roles

Role Tasks Special Features

Driver Controls speed, brakes, switches, monitors boiler. Steam and speed management directly impact survival.

Stoker Maintains boiler pressure, feeds coal, assists Driver. Works in tandem with Driver.

Gunner Operates MBV-2 guns and AA turrets. Accounts for ballistics, ricochet, and barrel wear.

Mechanic Repairs wheels, turrets, boiler, welds holes, removes stuck shells. Works under fire, sometimes on the roof.

Commander Coordinates crew, calls votes, conducts reconnaissance. Can be replaced by vote.

Radio Operator Intercepts enemy communications, risking detection. Skill level affects signal interpretation.

3.2. Voting

· Choosing the flag.

· Wagon placement.

· Replacing the Commander.

---

  1. POST-GAME MODE: "BLITZKRIEG"

Unlocked after completing the main campaign.

Element Description

Armor Super-Alloy — wagon HP +50%.

Radio Operator Automatic signal decryption.

Air Support Radio operator can call IL-2 and aerial reconnaissance.

Roles Fully upgraded.

Enemies SS and elite immediately.

Goal Offensive. Destroy enemy bases.

Finale Storm the Reichstag.

---

  1. BIOMES AND WEATHER

Biome Visuals Gameplay Impact

Desert Sands, ruins, dry riverbeds Heat overheats boiler, sandstorms reduce visibility.

Steppe Open fields, rare trees Few hiding spots, flank attacks.

Forest Dense trees, narrow clearings Enemy uses trees as cover.

Winter Snow, blizzards, frozen rivers Speed drops, fuel consumption increases.

Swamp Mist, marsh, rare dry patches Quiet biome with rare enemies.

---

  1. LOCATIONS AND HAZARDOUS STRUCTURES

Location Description Threat

Bridge May be mined. Explosion on crossing. Requires mechanic check.

Small DOT Concrete bunker with 1–2 machine guns. Damages gunports, wounds players.

Large DOT Bunker with anti-tank gun (Pak 38/40). Penetrates wagon armor. Requires detour or multiple hits.

Coal Mine Abandoned mine with coal, parts, and ore. Collapses, gas, enemy saboteurs. Requires pickaxes.

Ruined City Narrow streets, ambushes, debris on tracks. Limited visibility, sudden attacks.

Tunnel Dark, may be mined or ambushed. Limited visibility, risk.

---

  1. ENEMIES AND BOSSES

7.1. Enemy Evolution

Stage Distance Enemy

Recruits 0–10,000 km Infantry, Pz.II, Pz.III, rare aircraft.

Advanced Units 10,000–25,000 km Pz.IV, Panthers, Hanomags, grenadiers.

Groups 25,000–50,000 km Tigers, Ferdinands, Sturmtigers, aces.

SS Divisions 50,000+ km All of the above + SS elite.

7.2. Infantry Types

Type HP Damage Special

Recruit 50 4–9 Slow, inaccurate.

Regular Infantry 75 9–13 Fires from cover.

Grenadier 60 90 (grenade) Dangerous up close.

Panzerfaust 70 270 One-shot, retreats.

Panzerschreck 80 360 Slow reload.

SS Soldier 120 18–27 Does not retreat.

7.3. Tanks and Vehicles

Tank HP Damage Special

Pz.III 300 45–72 Light, fast.

Pz.IV 500 72–108 Medium.

Panther 800 135–180 Dangerous from flanks.

Tiger 1200 180–225 Heavy, slow.

Ferdinand 1500 270 Very heavy, no turret.

Sturmtiger 1000 360 (shell) One shot — hurts.

Ratte 5000 360–540 Siege. Requires IL-2.

Hanomag (wheeled) 400 0 Deploys infantry for boarding.

7.4. Aviation

Type HP Damage Special

Scout 100 0 Calls artillery.

Stuka 200 135–225 Dives with siren.

He 177 400 180–270 Cluster bombs.

Ace (pilot) 300 +20% Evades.

7.5. Mini-Bosses

Boss HP Damage Weakness

Tank Ace 1000 +20% Only in weak spots.

Sturmtiger 1000 360 Vulnerable on reload.

7.6. Major Bosses

Boss HP Damage Mechanics

Gustav Invulnerable 500+ (death) Intercept shells with AA.

Bismarck Invulnerable 800+ (death) Only run. Roar and bell before salvo.

Fenix 1500 90–180 Shoot down with AA. Harpoon slows train and triggers tanks. At 50% HP calls Stukas.

Ratte 5000 360–540 Destroy AA → call IL-2.

Bone Express 3000 Varies Boarding, destroy furnace.

---

  1. PLAYER HP AND DAMAGE

8.1. Role HP (Massive Mode)

Role HP

Mechanic 80

Driver 75

Stoker 70

Gunner 60

Radio Operator 55

Commander 50

8.2. Personal Weapons

Weapon Damage Fire Rate

PPSh 15 High

Mosin 40 Low

TT 20 Medium

Makarov 15 Medium

F1 Grenade 100 One

8.3. MBV-2 Guns

Gun Damage Reload

76mm 200 6 sec

107mm 350 10 sec

AA (4×Maxim) 10×4 2 sec

---

  1. WAGON HP

Wagon HP Armor

BP-43 (locomotive) 1500 40 mm

MBV-2 1000 30–40 mm

AA Wagon 800 25 mm

Super-Alloy 600 20 mm

Note: Hospital wagon and cargo wagon excluded. Medkits are in lockers in locomotive and MBV-2.

---

  1. EXPERIENCE SYSTEM

Currency Icon Earned by Spent on

Combat Experience (CE) Shoulder boards Commanders, Gunners, AA gunners Skins, customization, paint

Civilian Experience (CivE) Gear with wrench Radio Operators, Drivers, Mechanics, Stokers Role upgrades, skills

Exchange: In the diner. Rate: 1 CE = 100 CivE.

Transfer limit: 500 CE per week.

---

  1. SEASONALITY AND PROGRESSION

· Role development: Skills grow through tasks.

· Seasonal reset: September 1st — all ranks and skills reset.

· Shared skill "Crew Spirit": Does not reset.

· Seasonal events: Halloween, New Year.

---

  1. ENDINGS

· Ram. Break through barricade.

· Gustav. Escape mountain cannon.

· Bismarck. Outrun battleship.

· Combined. Ratte → Gustav → Bismarck.

· "Blitzkrieg". Storm the Reichstag.

· Seasonal. Halloween.

---

  1. INTERFACE

13.1. "Kettle of Death" (Minimalism)

· Wagon HP — top left, metal bar.

· Crew HP — bottom right.

· Ammo — near gun.

· Mini-map — bottom left.

· Voting — overlay.

13.2. Menu (Station)

· Camera moves along station.

· Engineers repair train.

· Buttons: "To Battle", "Find Squad", "Assemble Crew", "Settings", "Leave Station".

---

  1. BEGINNER SYSTEM

· Novice server: 15 players + 45 bots.

· Stage completion: Access to Global server.

· No return — "point of no return."

---

  1. POST-RELEASE SUPPORT

· Seasonal events.

· Alternative missions.

· New biomes.

· New bosses.

---

  1. CONCLUSION

"Kettle of Death" is a game about resistance, collective will, and the price of victory. It does not forgive mistakes, which is precisely what makes every triumph meaningful. It requires coordination, patience, and a willingness to learn — as in a real war.


r/gameideas • • 2d ago

Basic Idea Wh40k Space Sim (eg Elite Dangerous set in 40k setting)

2 Upvotes

Been thinking about this for a while.

Given how rich and deep the lore is in 40k, the factions, the planets, astronomical facets and functions etc I think it would lend itself well to space sim games such as elite dangerous or star citizen or even no mans sky.

Start

You customise character appearance race/faction and abilities.

Your race/faction determines your start zone.

For example you decide to start a Drukhari corsair.

Drukhari start with certain attributes and drawbacks consistent with lore and their ships reflect the factions ethos on raiding being fast, hard hitting but low resilience.

You start in an outpost either in real space or hidden in the Webway. Eventually working your way to being granted access to Commoragh it self.

You can explore, trade, pirate, do missions for factions and participate in battles against other factions gaining levels and currency to upgrade ships, components and personal arms and armour.

You can steal other ships via boarding or disabling them in space.

Some factions (in this case every faction) will be hostile based on your allegiance and faction rep.

Some playstyles will be restricted by your faction/race for example Orks and Necrons wouldn't make for great trading partners but may offer enhanced benefits for fighting or destroying other factions equipment and personnel.

PvP

There will be arenas hosted by independent factions or hosted by Drukhari pitting the best against the best.

Out in deep space where no faction lays claim to the systems PvP can happen without detriment to the initiating party but within systems owned by factions expect bounties, system security forces etc to turn up to stop you.

PvE

Xenos incursions

Inter faction battles

Tyranid invasions offering limited time truces between applicable factions.


r/gameideas • • 2d ago

Basic Idea 3D Bullet Heaven/Roguelite/Survival - Pirate-Esque

1 Upvotes

I am not here by any means to design a game, but I would like to throw an idea for someone who is perhaps inspired to make the game.

I am thinking of a game like Megabonk/Vampire Survivors, as a base idea, but the maps are Pirate Ships. You would have different kinda of pirate classes. Maybe a swashbuckler that fights with a cutlass and flintlock pistol. A captain that fights with a sword and kicks with his peg-leg, with an ability to summon a crewmate to fire a single piercing shot. Swigs of rum could appear around the map as health kits. Power up could include something like an allied pirate ship coming out of nowhere and shooting cannons to take out enemy pirates/zombies.

The rounds start off simple, and as time progresses there are more waves of enemies incoming - perhaps zombie/ghost pirates and you are in an area with lots of mysterious shipwrecks for a map. As time goes on you could experience storms, higher tides which rock the boat side-to-side and it affects character movement/sliding. Kraken-like tentacles could come out of the water and smash the boat in random places. Lightning strikes could hit the boat. Ghost pirate ships shooting cannons at yours with large explosions. Giant whales, like Moby Dick could come out and ram the boat at random intervals and you have to go into the captain quarters so you aren't knocked off. The final boss could be a leviathan, or any other numerous amount of sea creatures.

There could be perhaps another game mode closer to Call of Duty zombies, instead of classes you buy pirate-like weaponry off a wall. $50,000 for a portal (hand) cannon? No problem! Map based progression where the boat can bring you to other shipwrecks or islands, like the train.

I feel like there is a lot of room to make something like this work.

Edit: Multiplayer options would be nice. If you make this game stemming from this idea, I would like a free copy 🥳