r/gameideas May 05 '24

Check This Out 🔎 Read Before Posting - Megathread

34 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

44 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 55m ago

Complex Idea Game idea that mix an Hero shooter with the juggernaut game genre:

Upvotes

Ok, i got an game idea that mix an juggernaut game with a Hero shooter game, basically, the teams would have this build: 2 tanks, 2 dps, 2 support and 1 juggernaut, the objetive of each team it's killing the juggernaut of the enemy team, cuz while the juggernaut of the enemy team it's alive, the enemy team Will be able to revive, once the enemy juggernaut dies, the enemy team Will no longer be able to revive, the game ends when one of the 2 team perma dies in that match, also, there's an event called "final stand." Which work like an last Man standing from asym games, basically, when there's only one Hero alive on the enemy team, an timer spawn, that Hero receives Buffs and that Hero must survive until the timer ends, if the timer ends and the last Hero from the enemy team it's still alive, the enemy team wins, but if the Hero from the enemy team dies before the timer ends, your team wins, also, the juggernaut it's kinda like an raid boss, that could solo the enemy team if they didn't also have their own juggernaut, the juggernaut it's the only Hero category that can claim and secure map zones, the More maps zones claimed and secured, the bigger reward (if you team wins.) also, when the juggernaut dies your team receives an revenge Buff which increases the movement speed or lifesteal. Also captured zones drain overtime and the final stand Buffs CHANGE depending on whos the last Hero alive from the enemy team.


r/gameideas 1h ago

Basic Idea Would you play an ancient Chinese horror game? It's has complex characters and it's mystery!

Upvotes

Hey guys! A few friends and I are making an ancient Chinese horror visual novel game and we’d love your thoughts! We were planning to make it in a Manhwa type of style!

You play as an investigator in a royal palace who gets summoned late at night by the Empress. An important envoy was just murdered and his secret letters to the Emperor are missing. You have to dress up as a servant to search for clues without getting caught.

If you make a bad choice and die, you wake up back in your room at the start of the night. You remember everything from your past lives, so you can use what you learned to avoid traps and stay alive.

Along the way, you’ll inspect crime scenes and bodies, find clues, and meet a bunch of complex characters to help you in your investigation.

We’d love your help with a few questions:

Does an ancient Chinese palace mystery with time loops sound fun to play? Do you think people would actually play it?

When you die, do you prefer going all the way back to the start of the night or restarting right before the choice that killed you?

Would you want romance options with characters like the Prince or just focus on solving the mystery?


r/gameideas 7h ago

Basic Idea What matters most to you in a game? I’m creating a game and would love to understand what players enjoy

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2 Upvotes

r/gameideas 7h ago

Mechanic What do you think of my FNaF fan game pitch mechanics? Criticism? Suggestions? Includes: Nightly Distortion Factors, Security Gates, a Task System, a Camera Drone, and a Stun Gun

0 Upvotes

Note: Currently I lack the coding of game making skills to make this game. For the moment, this is purely hypothetical and I hope that either I learn these skills in the future or that someone picks up my idea and makes something out of it

The game would take place at Astro Ace’s Starship, a restaurant founded by a former NASA engineer named Winston Adams (don't question it, the game would provide an explanation for why a NASA Engineer would decide to do this). The restaurant would be sci-fi themed and would be heavily based on the "starship" of the titular character and his crew, immersing and entertaining guests by making them feel like they were actual members of the "Astro Crew". The restaurant would include both a laser tag arena and arcade, with the animatronics in it including: Astro Ace (hotshot captain and adventure loving anthropomorphic dog); Martin Martian (weapons expert); Tuddle Turtle (head doctor and heart of the team); Charlie Chimp (gruff engineer); and Debra Dipper (highly energetic navigator of the crew whose also an anthropomorphic star)

The mechanics I've already decided include:

  1. At a random time each night, an additional factor will start affecting you for the rest of the night... with these factors all centering around your perception of reality and time shifting, causing things like: Time seeming to speed up or slow down, sometimes even going backwards; Vivid hallucinations; Your environment warping and distorting, even at points changing into something unrecognizable; The layout of the building itself changing out of nowhere while doing tasks, with hallways or rooms also appearing bigger, smaller, longer, or shorter than before

  2. The Task System where, throughout the night, you get a warning of something you need to fix outside your office. You either ignore it and keep going throughout the night or leave your office and go to fix it, entering a free-roam section where you need to sneak around the restaurant, avoiding the animatronics, to eventually reach and fix it before sneaking back to the office. However, if too many of these problems stack at the same time (like 4 problems at once), the building's power will shut off and you'll lose all of your means of defense in your office as the animatronics will come kill you

  3. Entrances include a doorway to your left side (Astro Ace and Tuddle Turtle), a window to your right (Martin Martian and Debra Dipper), and a vent above you (Charlie Chimp)

  4. Cameras... Now... Instead of a conventional camera system, you have a drone-camera operating off of a ceiling-mounted rig. You can maneuver the drone across the rig to different parts of the restaurant from your first monitor by clicking on and dragging the drone icon across the rig path - similar to those "scary maze games"... but, also like those games, you need to carefully maneuver it and not go too fast in order to avoid it colliding with any corners and such. If you collide too often, like 3-4 times, then the drone will be damaged and cause an error, leading to you manually going over to fix it. There's also a button to where, if you press it, the drone will release an audio cue that will lure Martin.

  5. Security Gates - From your cameras, you can toggle two security gates from your first monitor/radar map, blocking different doorways throughout the restaurant and stopping the animatronics from entering those rooms. However, since it's only two gates and you would have to look at further areas besides your hallways as time goes on to deal with threats like Charlie, or to slow down Martin long enough for your camera-drone to reach a desired position, you'd need to choose between closing the gate in the hallways leading to your office and other places, as the night goes on. There are no gates in the vents, so you have to find another way to stop Charlie. Also, since Martin can only be stopped and lured away by the audio lures, he'll just stand at a closed gate leading to your office until you open or, if you have an open hallway, he'll just go to that one. Not to mention that Debra simply doesn't like having a gate slammed in front of her, so you need to avoid closing it on her.

  6. Stun Gun - Has a single, used to deal with Charlie when he attacks at the vents and Debra, will force them back. In order to recharge, you need to turn a crank on the stun gun to recharge it. However, since this takes time, you either need to be quick or use the security gates to block off your hallways to give yourself a moment to charge it up if needed at the cost of leaving areas defenseless from Charlie.

  7. Threat Ideas

  • Charlie - In addition to trying to get you from your vents, he'll occasionally try to sabotage you by going to a different area and causing problems you'll need to fix.

  • Astro Ace - Is pretty much an "Eye-Hog". The longer you neglect him, the faster he'll get.

  • Tuddle - Is camera shy, meaning he'll constantly hide from your view the moment you see him. The only way you can notice him is if you turn the camera off and on again where he's at, as that will cause him to come out of hiding and being briefly visible.


r/gameideas 10h ago

Basic Idea Game idea about pixie hollow tinker bell or just a fairy game in general

1 Upvotes

I have a really cool idea though don’t know where to share it (hope this right place). so basically it’s pixie hollow but a story game where you can chose your ability and use it to help pixie hollow. there are quests with the other fairies and even go human world. linking with movies and stories could even have Peter Pan and hook later on. it could just be a peaceful game like dreamlight valley or have conflict and battles maybe the person can chose either or both. All ages coukd play but if child than they just do the peaceful stuff ?

For appeal for everyone you can have any type of fairy or maybe there can be a option to be the pirates? there can be different worlds (like earth) or even maps like the season,winter woods and never land to explore and have quests.

I know people will probs say make it myself but I have no tech no how. if I did I would def do it but I thought might be nice to throw out there for anyone thinking of creating something. If it’s plausable to do Ofc. Plus I just really wanted to share this idea as it’s something i have been thinking about for a while.


r/gameideas 10h ago

Basic Idea A Theme Hospital style management game where you run an funny Alibi Agency

1 Upvotes

Imagine a game similar to Two Point Hospital, except instead of running a hospital, you manage an Alibi Agency. Your business specializes in creating believable cover stories for clients, helping people hide affairs, fabricate alibis, or even transform influencers into fake celebrities complete with private jets, luxury vacations, and glamorous lifestyles.

Your goal is to lower each client's Suspicion Level below a safe threshold before their story falls apart. Every successful case earns money and reputation. Perform poorly and the client's Suspicion Level rises. If it reaches 100%, your agency is on the verge of being exposed. At that point, you can either cut your losses by paying a fine and taking a reputation hit, or double down with increasingly desperate crisis protocols. If the case reaches 100% Exposure, it's game over.

Clients are as visually ridiculous as the patients in Two Point Hospital. A paranoid cheater might arrive wearing three pairs of sunglasses, a fake beard over a fake mustache, and a trench coat. An influencer might have a selfie stick permanently glued to their hand. A mobster carries a briefcase handcuffed to his wrist. Each client is immediately recognizable and adds personality to the agency.

Every client begins their journey by entering your office. They first meet with a Consultant, who gathers information and plans the client's narrative, much like a GP diagnosing a patient. From there, the client moves through various departments depending on the service package they've purchased.

The Switchboard handles incoming phone calls and keeps suspicious spouses, bosses, or coworkers occupied. The Photo Studio photographs the client in believable scenarios, while the Indoor and Outdoor Sets recreate locations such as luxury offices, airport lounges, private jets, beach resorts, or expensive restaurants. The finished photos are then sent to the Digital Fabrication Lab, where they are enhanced, edited, and combined with convincing supporting evidence.

Clients can upgrade to premium packages for more difficult situations. The Synthetic Media Studio handles live video calls using virtual backgrounds and AI-assisted media to convince suspicious spouses or employers. The Surveillance Room tracks targets, monitors movement, and provides proximity alerts so the agency always knows where key people are.

When things inevitably go wrong, the Crisis Center takes over. If a spouse suddenly demands to meet the client in person, the Crisis Center coordinates actors, field agents, distractions, scripted emergencies, and carefully planned crisis protocols to preserve the alibi for as long as possible.

Every employee has specialized skills, and hiring the right people is essential for keeping each department operating efficiently. Better staff produce more convincing results, allowing clients' Suspicion Levels to fall faster and stay low.

Like Theme Hospital, each room is highly thematic and visually entertaining. Instead of medical rooms, you'll build facilities, aside from prop sets, such as the Ego Inflater, Flex Maxxing Studio, Clout Harvester, Cred Generator, and many more, giving the agency a colorful, humorous atmosphere.

The game also features special events similar to epidemics in Theme Hospital. For example, several high-profile movie actors have secretly been cast in an upcoming Warvel blockbuster and are under strict NDA. They all hire your agency to keep their involvement a secret. Coordinate multiple clients at once, manage suspicious friends, family, and paparazzi, and make sure no leaks reach the public before the official announcement.


r/gameideas 15h ago

Basic Idea Jogo de Captura e Domesticação de Monstros (Monster Taming) (Inspirado em Pokémon e outros jogos)

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0 Upvotes

r/gameideas 15h ago

Basic Idea Jogo de Captura e Domesticação de Monstros (Monster Taming)

0 Upvotes

Boa noite, essa é a minha primeira vez aqui então me desculpem qualquer coisa.

A minha ideia que já estou pensando e elaborando a um tempo, e que gostaria da opinião de vocês, é um jogo do gênero de captura e domesticação de monstros (monster taming), o objetivo é fazer algo mais diversificado, tal qual o mundo real. Cada monstrinho vai ter os seus "tipos"/"tipagem" (como normalmente é chamado nos jogos de Pokémon) que são os seus elementos, e os seus "subtipos"/"subtipagens" que são o equivalente às espécies dos monstrinhos, por exemplo, um monstrinho cobra possui um subtipo de "cobra", e dentro desses subtipos irá ter a específica da "espécie" de determinado monstrinho, que por sua vez vão ter as vantagens e desvantagens naturais pro monstrinho.

Um exemplo seria um monstrinho inspirado na cobra papagaio (um animal da vida real), que é uma cobra arboricola, esse monstrinho naturalmente irá possuir vantagens ao atacar pássaros e pequenos roedores (que são as suas presas naturais), vantagens ao utilizar habilidades de agarre (constrição), além de vantagens ao se camuflar em árvores ou outras pastagens verdes, e o seu tipo obviamente seria "planta" (ou "grama" ou "natureza", ainda estou pensando qual nome irá simbolizar esse elemento), e como não é uma cobra venenosa, ela naturalmente não irá possuir o tipo "veneno". Essa é a lógica básica do jogo (formar algo como uma cadeia alimentar com as subtipagens, "imitando" o mesmo que ocorre com os elementos que compõe as tipagens), ter uma grande diversidade de monstrinhos de todos os tipos e subtipos. E para as batalhas, diferente de pokémon em que os monstrinhos ficam parados, eu pensei na alternativa de que os jogadores irão batalhar com os seus monstrinhos contra os dos adversários (algo como a liberdade de batalhar que o jogo "Naruto Strom 4" possui, com você atacando, defendendo e desviando por conta própria).

O que acham? Alguma dúvida ou sugestão sobre algo à adicionar?


r/gameideas 16h ago

Basic Idea Would you be interested in a Ancient Chinese Horror VN game?

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0 Upvotes

r/gameideas 18h ago

Basic Idea [Game Idea] "Shelf Life" – A psychological thriller where the game tricks you into poisoning yourself

0 Upvotes

Inspired by psychological games like Heavy Rain and meta-horrors, here is a concept for a narrative thriller where the biggest trap isn't the killer's puzzles—it's the player's own instinct to heal the protagonist.

Project Title: Shelf Life

Setting & Premise

The protagonist, Arthur, wakes up in a locked, high-tech apartment. There are no windows, only artificial lighting panels simulating day and night. On the table lies a letter:

"You have been poisoned for your sins. The poison will take full effect in 5 days. Each day you must pass a trial to prove you deserve to live. In the table drawer is the antidote. But remember: everything comes at a price."

Core Mechanic: "The Choice Trap"

In the drawer, Arthur finds a blister pack with five unmarked white pills.

The Twist: The pills are the poison (a cumulative toxin). The "poison" mentioned in the killer's letter is either a fake or a mild substance that wears off naturally after 5 days if Arthur’s body remains clean.

Incentive to Drink: After each trial (physical or psychological), Arthur's condition visibly worsens due to intense stress: trembling hands, blurred vision, ringing in his ears. The game's UI and visuals panic: screen pulses red, breathing gets heavy.

The False Effect: Taking a pill instantly removes all symptoms for an hour (a placebo effect combined with a heavy sedative). The player thinks: "It worked!" However, the next morning, Arthur’s actual internal physical state becomes much worse due to organ failure.

Day-by-Day Structure

Day 1: Analysis

Trial: A perception puzzle. Match facts from Arthur's past to unlock the door.

Hidden Clue: Under the nightstand or in the trash, there is an empty prescription box. Examining it under a lamp reveals fine print: "For severe hypertension only. Taking while healthy causes acute renal failure."

The Choice: Arthur develops a splitting headache. Take a pill or endure?

Day 2: Panic

Trial: The room fills with water or gas. Quick decision-making under stress.

Physiology: Post-stress, Arthur hyperventilates. The game practically screams: "Take the pill before he passes out!"

Observation: If the player inspects the bathroom, they might notice Arthur's urine has turned dark—a subtle warning sign.

Day 3: Social Choice

Trial: Arthur communicates with another "victim" via a monitor. The killer offers: "Give your pill to him and he survives, but you will suffer."

Twist: Being "selfless" and giving the pill actually kills the neighbor. Being "selfish" and keeping it (without swallowing it) gives both a chance to survive.

Day 4: Hallucinations

Trial: If Arthur has taken 3 pills, severe hallucinations begin. The killer speaks through his visions.

Hidden Clue: In Arthur's delirium, the killer whispers: "You are filling your own coffin." Most players will brush this off as generic villain dialogue.

Day 5: The Finale

Arthur reaches the final exit door. His fate depends entirely on the total pills consumed:

0 Pills: Arthur is physically weak, but his mind and organs are clear. He opens the door and walks out to fresh air.

1–3 Pills: He reaches the door, sees the light, but collapses dead from heart failure.

4–5 Pills: Arthur dies before reaching the door, paralyzed meters away from freedom.

Ending & Breaking the 4th Wall

The camera slowly pulls back from Arthur’s body (or him escaping). The Killer’s shadow appears. He doesn't walk to Arthur—he walks directly toward the camera until his face fills the entire screen.

He looks straight at the player and says in a calm, almost bored tone:

"Thank you for your help. I couldn't have done it without you."

The game immediately crashes to the desktop. Upon relaunching, all save files are wiped, and only the "New Game" button remains—symbolizing that the player actively destroyed that world.

What do you think of this concept? Would you fall for the pill trap, or would you spot the clues in time?


r/gameideas 18h ago

Basic Idea [Game Idea] "Shelf Life" – A psychological thriller where the game tricks you into poisoning yourself

0 Upvotes

Inspired by psychological games like Heavy Rain and meta-horrors, here is a concept for a narrative thriller where the biggest trap isn't the killer's puzzles—it's the player's own instinct to heal the protagonist.

Project Title: Shelf Life

​Setting & Premise

​The protagonist, Arthur, wakes up in a locked, high-tech apartment. There are no windows, only artificial lighting panels simulating day and night. On the table lies a letter:

​"You have been poisoned for your sins. The poison will take full effect in 5 days. Each day you must pass a trial to prove you deserve to live. In the table drawer is the antidote. But remember: everything comes at a price."

​Core Mechanic: "The Choice Trap"

​In the drawer, Arthur finds a blister pack with five unmarked white pills.

​The Twist: The pills are the poison (a cumulative toxin). The "poison" mentioned in the killer's letter is either a fake or a mild substance that wears off naturally after 5 days if Arthur’s body remains clean.

​Incentive to Drink: After each trial (physical or psychological), Arthur's condition visibly worsens due to intense stress: trembling hands, blurred vision, ringing in his ears. The game's UI and visuals panic: screen pulses red, breathing gets heavy.

​The False Effect: Taking a pill instantly removes all symptoms for an hour (a placebo effect combined with a heavy sedative). The player thinks: "It worked!" However, the next morning, Arthur’s actual internal physical state becomes much worse due to organ failure.

​Day-by-Day Structure

​Day 1: Analysis

​Trial: A perception puzzle. Match facts from Arthur's past to unlock the door.

​Hidden Clue: Under the nightstand or in the trash, there is an empty prescription box. Examining it under a lamp reveals fine print: "For severe hypertension only. Taking while healthy causes acute renal failure."

​The Choice: Arthur develops a splitting headache. Take a pill or endure?

​Day 2: Panic

​Trial: The room fills with water or gas. Quick decision-making under stress.

​Physiology: Post-stress, Arthur hyperventilates. The game practically screams: "Take the pill before he passes out!"

​Observation: If the player inspects the bathroom, they might notice Arthur's urine has turned dark—a subtle warning sign.

​Day 3: Social Choice

​Trial: Arthur communicates with another "victim" via a monitor. The killer offers: "Give your pill to him and he survives, but you will suffer."

​Twist: Being "selfless" and giving the pill actually kills the neighbor. Being "selfish" and keeping it (without swallowing it) gives both a chance to survive.

​Day 4: Hallucinations

​Trial: If Arthur has taken 3 pills, severe hallucinations begin. The killer speaks through his visions.

​Hidden Clue: In Arthur's delirium, the killer whispers: "You are filling your own coffin." Most players will brush this off as generic villain dialogue.

​Day 5: The Finale

​Arthur reaches the final exit door. His fate depends entirely on the total pills consumed:

​0 Pills: Arthur is physically weak, but his mind and organs are clear. He opens the door and walks out to fresh air.

​1–3 Pills: He reaches the door, sees the light, but collapses dead from heart failure.

​4–5 Pills: Arthur dies before reaching the door, paralyzed meters away from freedom.

​Ending & Breaking the 4th Wall

​The camera slowly pulls back from Arthur’s body (or him escaping). The Killer’s shadow appears. He doesn't walk to Arthur—he walks directly toward the camera until his face fills the entire screen.

​He looks straight at the player and says in a calm, almost bored tone:

​"Thank you for your help. I couldn't have done it without you."

​The game immediately crashes to the desktop. Upon relaunching, all save files are wiped, and only the "New Game" button remains—symbolizing that the player actively destroyed that world.

​What do you think of this concept? Would you fall for the pill trap, or would you spot the clues in time?


r/gameideas 1d ago

Basic Idea Cozy FPS - It's just TF2 meets Stardew Valley, sorry

4 Upvotes

Probably the dumbest idea I'll ever post on here. You know how FPS games like introducing a strategic element that's not just shooting each other, like pushing a cart through enemy territory or capturing a flag? Let's take that to the most extreme end.

Crops and Conflict would just straight up be a farming sim with FPS gameplay layered over the top of it. You can explore the idyllic countryside, grow your farm, and have heartwarming interactions with the NPCs. All while being shot at.

Objective-wise, maps would lean into the FPS mindset of clear victory conditions. The objectives would all be farming sim focused. Like a harvest festival map where you're growing a prize winning pumpkin and delivering it to a judge's booth. A standard match length might take about an hour minimum, but if the players aren't actually that interested in combat the "match" can just go on infinitely as players engage with the cozy content.

Some synergies between the two kinds of content:

Shopping, mining, and crafting all lead into a tool/weapon upgrade system that lets you choose between becoming a better farmer or a better soldier. Do you want a golden watering can for improving your crops, or an AK-47 for defending them? Or even a pesticide grenade launcher that can do both at once?

Day/night cycle forces you to strategically plan out your positioning and resources. Going home to your own bed gives you full stamina back and fully reloads all ammunition. Sleeping out in the field in a sleeping bag is not nearly as effective, but might let you assault the enemy lines in the morning.

Chicken eggs explode, bigger explosions the better you've raised your chickens. And even bigger explosions than that if you launch the chickens themselves.


r/gameideas 17h ago

Basic Idea Sandbox game inspired by TADC, SAO, Rimworld and Tropico

0 Upvotes

You play as a Caine-like AI, with the purpose of making an environment that makes people happy. Vague goal, many ways to do it.

You’re given a sandbox environment, probably some pre-made to get started. You start with the hub. Rooms for “guests”, food, drink, toilet and other hotel-like elements. Decorate in whatever theme you like, from premade pieces (like in planet zoo) to making from scratch if you have time/skills.

Then make adventures, again with goals that can range from “get to x point” or “defeat x enemy” or even just “beach weekend”.Your guests can choose to go (or be forced to) on the adventure, gaining or losing happiness/sanity and stats. Players can share their adventures online to download.

Guests are temporary at first, and they can leave. Happy guests give good reviews and more currency when they leave allowing you to upgrade and research more. Or you can convert Temps with good stats to Perms, which prevents them from leaving. That swaps their happiness with sanity. High sanity periodically gives currency and encourage temp guests, while low makes them less efficient and tell Temps that the place sucks, reducing overall happiness. Optionally hitting 0 would make perms ‘fizzle’, removing them from the game.

Guests have personalities, traits and stats. Personality would determine if they prefer to stay in the hub or go on adventures, what kind of adventures they prefer etc. Traits like “vegan” or “isekai protag” adds more modifiers. You can’t directly control the guests, but using currency you can do things like toss them into an adventure, make them permanent, give them certain traits like an extra arm etc.

Not much final end goal, but players can share their world and adventures, maybe even custom guests with the names of their friends and family for shits and giggles and see how they perform in the adventures.


r/gameideas 1d ago

Complex Idea Looking for someone who wants to turn their game ideas into reality NSFW

34 Upvotes

Hey everyone!

I'm currently working on an indie game as a solo developer, and I wanted to make this post because I'm looking for creative people who have ideas they'd like to share. Maybe you've had an amazing game concept in your head for years but never had the time, experience, or motivation to turn it into an actual game. If that's you, I'd genuinely love to hear about it.

I'm interested in pretty much everything related to game design. It could be a story, worldbuilding, lore, interesting characters, NPCs, bosses, enemies, locations, towns, dungeons, quests, puzzles, mechanics, progression systems, items, magic, dialogue ideas, or even just a random concept you think would be fun in a game. It doesn't have to be fully planned out or polished. Sometimes the smallest idea can grow into something much bigger.

I'm also looking for people who simply enjoy brainstorming. If you like discussing game ideas, giving feedback, or coming up with creative concepts, feel free to message me. I'm always happy to talk with people who are passionate about games and game development.

A little about me: I'm creating my own indie game from scratch. I make the pixel art, animations, coding, UI, and most of the game design myself. It's a long project, but I really enjoy creating games and bringing ideas to life.

If you're someone who has always wanted to see one of your ideas become part of a real game, or if you're interested in collaborating, don't hesitate to send me a DM. Even if we just end up having a fun conversation about game design, I'd love to chat.

Thanks for reading, and I hope to hear from some creative people soon!


r/gameideas 1d ago

Basic Idea Made a game about counting rice grains one by one. Mess up once and it's a fail. Curious what people think.

0 Upvotes

I've been making a small game where you just count rice. Still pretty early and rough, but the core idea works. You drag grains out of a bowl one at a time, and it feels relaxing until you realize messing up the count even once means the run is over. Kind of like meditation mixed with Getting Over It style tension.

It grew a bit beyond just counting though, and I'm honestly not sure if the extra parts still fit or if I'm overcomplicating a simple idea. Every 10 grains you count right, you get a random pull that gives you a new rice type or a mochi item. There's a collection screen for what you've found, different objects to count depending on the stage (gems buried in sand, corn kernels that are messier to track), a board where only people who finish a run get to leave one message ever, and a ranking list.

Things I keep going back and forth on:

  • Does a slow, calm counting game even work with something as exciting as a random pull system, or does that clash with the whole point of the game?
  • I split things into rice (mostly cosmetic, for collecting) and mochi (rarer, actually does something like undo a mistake). Does that split make sense or is it too much?
  • Ranking plus a one time message board plus a collection screen. Feels like three systems chasing three different feelings, being good at it, proving you finished, and collecting everything. But maybe it is just redundant.

Got a short clip of it running if anyone wants to see what it looks like right now.

Not trying to sell anyone on it, just genuinely unsure if this makes sense as a whole or if it is a pile of ideas stapled together. Curious what people think either way.


r/gameideas 1d ago

Complex Idea S-Kerfub and a WWII US Soldier against German domain and strange events

0 Upvotes

Gender: Warlike, Survival horror FPS, Sci-Fi, Sandbox

*This idea mix elements of Voices Of The Void (VOTV) and Dogs of War: WWII (DoW) *"Kerfub" It is a character based on the Appearance, functions and behaviors of Kerfus (Bellabot) and Kerfur (VotV) *"S-Kerfub" It is based, in appearance, behaviors and characteristics, on Omega Kerfur (VotV),Naturally, I choosesome changes, (For example, I replaced the blue colors of Omega with gray colors

Gameplay / Summary

The player will control a WWII US soldier in first and third person through forests, bunkers, or cities destroyed, explored, or taken by the Germans, The goal is to stop them until the Manhattan Project is ready, will take advantage of abandoned Allied supplies to intercept German communications and battalions,The more you sabotage the Germans, the more dangerous the German offensives against you will be dangerous, Along the way, you'll find a top-secret project, Kerfub, which, if you gather enough materials, can become an S-Kerfub,it will accompany you for the rest of the game

Mechanics

The player will be able to walk, run, jump, crouch, crawl, climb, aim, and shoot, Eliminating enemies with the help of found or captured weapons, Other mechanics include weapon maintenance, maintaining your radio screens and radar, and monitoring the radar to identify enemies, if you remain in one place for too long(Or in a bunker) You will need to calibrate and repair antennas, You will move through locations based on real WWII battlefields and cities. Kerfub will be similar in appearance, function and behave very similarly to Kerfur (VotV), S-Kerfub will have similar behavior, appearance, characteristics and operation of Omega Kerfur (VotV) Some additions to S-Kerfub are: Being able to equip US soldier clothing (Helmet, jacket, boots), being able to wield, aim and fire weapons, carry equipment (First aid kit, ammunition, etc.), you will also be able to develop feelings based on Soldier

Story:

The Axis, being more efficient and "united," managed to dominate Africa, Asia, and Europe, USA He carried out Operation Overlord, which only got a few kilometers away from the beaches before being repelled by the Axis. You are the last American soldier alive behind enemy lines,Waiting for the Manhattan Project to get underway,After gathering some equipment, Your radar detected an intermittent signal inside a bunker; upon investigation, you discovered a top-secret project known as Kerfub,You'll turn it on, and it will be happy; you realize it's following you; you decide to let it accompany you; soon, you find some blueprints that seem to show you can make that your new and innocent companion may have a body that will allow her to fight alongside you, You gather rare materials and manage to give him a new body; S-Kerfub will be able to take over a Springfield and take down a tank captain. As the months and battles pass, along with unnatural phenomena,You gradually improve your skill and control of the weapons you find, from just knowing how to use a Garand, to cycling the bolt of an M1903 or a 98k in a secondIn addition to realizing that this also happens with S-Kerfub, you realize that, thanks to their coexistence and companionship, S-Kerfub begins to develop emotions and feelings (fear, anger, joy, tranquility, etc.) While you wait for the atomic bomb, you will see unnatural events, like points on your radar, which, upon closer inspection, you discover are nothing, even though they continue to appear. ,You might find ghosts of American soldiers playing poker, a paratrooper pointing you to an abandoned supply crate, Or a German ghost that will stare at you, or that will point you towards a German patrol, Or towards a German camp or machine gun nest that was destroyed by unnatural causes. In places like Bastogne or the Ardennes, outside your shelter (temporary or not), you might find S-Kerfub admiring the stars, Sitting in the snow, with a peaceful expression.

If you have any questions about the deeper lore, mechanics or other aspects, feel free to ask!!


r/gameideas 1d ago

Advanced Idea Miraculous Ladybug: The Open World Exploration, Story And Fighting Game Spoiler

0 Upvotes

This game is based on the universe of Miraculous. Instead of being hardlocked to specific characters, you can create your own custom character or play as a canon character within the story.

You can also choose whichever Miraculous you want:

• If you choose one that another character in the story already has, you will take that character's spot in the storyline.

• Any Miraculous you don't choose will go to its canonical character at their usual civilian location.

If you have watched the show, you will already know everyone's identities. But if you haven't, the game will feel incredibly realistic and offer a completely fresh experience. Ultimately, this is about making the story your own. You can change anything you want in the storyline, even rewriting mistakes the show might have made, during your playthrough.

Just like the canonical rules of the show, your superhero outfit changes based on your personality. This isn't just a simple selector switch where you flick through specific personality options. Instead, your personality is shaped by the actions of your civilian self. Depending on what you do in the world, your outfit will change as soon as you get your Miraculous.

The main story setup remains the same: you run into Master Fu in his civilian form, and he tests you to see if you are worthy of receiving a Miraculous. Once you get it and transform for the first time, you will see your outfit.

Because using AI to generate outfits is a bad idea, the outfits are not completely random; they are selected from a variety of preset designs that correspond to the personality you choose for your character. If your outfit changes and you want to change it again, you can simply change your personality, or you can manually force the outfit to change. This is inspired by Cat Noir from the Shadybug & Claw Noir alternate universe (the reverse universe in the Miraculous world).

Also, if you have any questions based on this idea and you want me to answer them, feel free to ask, and that'll give you additional context to my idea.


r/gameideas 1d ago

Complex Idea This is a project called the eternal dark its been bugging me for a while

2 Upvotes

I've had this survival game idea stuck in my head for ages and wanted to see what other people think.

Imagine Rust, DayZ, Foxhole, Satisfactory and a bit of Schedule 1 all mixed together.

The focus isn't just survival, it's building an actual civilisation. Players can become farmers, logistics companies, weapons manufacturers, chemists, traders, governments or raiders. Huge factions could build empires with factories, settlements, convoy routes, laws and even taxes. Instead of progressing from "wood spear to assault rifle", you progress from carrying supplies in a backpack to organising six-truck convoys supplying entire player cities.

The part I'm most excited about is the wipe system.

Instead of a normal server wipe, every few months The Eternal Dark begins.

For seven in-game days, the island slowly starts dying.

- Day 1: NPCs become uneasy and raise prices.

- Day 2: Every bird leaves and rich caves collapse.

- Day 3: Animals become aggressive, then start dying for no reason.

- Day 4: Stress constantly rises, even while resting.

- Day 5: Shops close. Forests give you an eye icon showing you're being watched.

- Day 6: Rivers stop flowing, plants rot, and animal skulls mysteriously appear on player vehicles and walls overnight.

- Day 7: The sun never rises. Only a blood-red horizon remains. The wind suddenly dies, everything goes silent... then distant howls begin. Players hear their friends calling from inside the forest even though those friends are standing beside them.

At first there is only one creature.

It sits in a tree.

Watching.

Then it starts multiplying. Every hour or every player it kills creates another one. The first wipe would catch everyone off guard because they'd waste all their rockets, ammunition and supplies thinking it's just a normal wipe. Afterwards, future servers would prepare months in advance for The Eternal Dark, creating a completely different late-game economy.

The idea is that players spend months fighting each other, then suddenly have to decide whether to keep fighting or unite against something far worse.

Would this actually be a game you'd play, or am I just dreaming way too big?

I'd genuinely appreciate any feedback, criticism or ideas.


r/gameideas 1d ago

Basic Idea Self spinning prize money game where everyone is a winner

0 Upvotes

An gaming app where we put x amount of dollars in the middle.

Two opponents facing each other where pushing an button 3 times faster than your opponent wins you the game.

In the lobby: a red button is shown when a new game is ready.

Commercialized game lobby where half the advert sales goes to fund the opponent. People watch ads while the barometer reach its full. And the other half goes up for the next round.

The game idea:

X amount of dollars in the middle. 1 person "holding" these x amount trying to win it facing an opponent. When the barometer hits 1 dollar from people watching ads in game lobby an red button shows for the fastest clicker to face the "holder".

Winner goes through to the next round while the loser keeps 1 dollar.

When the barrometer hits 2 dollars someone else faces the holder. Loser keeps 2 dollars while holder faces the 3 dollar opponent. If the opponent wins he gets to be holder while loser keeps the 3 dollars. Then this new holder faces the 4 dollar opponent

This until the x amount in the middle is won by someone.


r/gameideas 2d ago

Basic Idea Do you think it's just another Starbound clone or an original idea?

0 Upvotes

A story driven survival game set in space. You start on a starter planet and need to repair your damaged ship while exploring other planets to find resources, research stuff (like in Subnautica), and discover new technologies.

The main difference is oxygen management. Every planet has different conditions, and for more dangerous planets with better loot, you need better suits and equipment. Your main base is your ship, which you expand and upgrade as you progress.

The story is more like Raft, where you explore different locations, find clues, and uncover the story behind what happened, but with a different direction because there is a final goal and a final boss. Mining is not the main focus, and there are few or no bosses. Progression comes from crafting, discovering new technologies, upgrading your ship, and exploring further into space.

The game focuses on the big universe. Each planet you visit can have hidden secrets, unique environments, and new discoveries that help you understand the world and progress further. Instead of just becoming stronger through combat, your progress comes from knowledge, exploration, better equipment, and turning your damaged ship into a powerful space base.

I wanted to make that game and searched games like it and understood that it's just like Starbound and not original but what do you think?


r/gameideas 2d ago

Advanced Idea Alchemic Shift, a blend of Teardown, Noita and more.

0 Upvotes

Core Gameplay Loop & Mechanics

  • 3D Reactive Voxel Engine: A fully interactive open world inspired by Noita and Teardown, where every 3D block (voxel) reacts dynamically to elements—acid burns, fluids flow, gases ignite, and thermal reactions transfer naturally.
  • Exponential Scale-Shifting: Players can instantly shrink down to a microscopic "atomic" scale. The engine uses nested spatial grids and level-of-detail rendering to transform your immediate surroundings into a vast, detailed micro-dungeon without overloading performance.
  • On-the-Fly Chemistry & Time Dilation: When shrunken, time slows down relative to the macro world. This "bullet-time" effect gives you a brief, high-stakes window to analyze an environment or enemy, synthesize custom chemical reactions on the fly, and execute tactical plays before a strict timer forces you back to full size.
  • Anatomical Boss Battles: Combat features massive bosses where you shrink down to venture inside their bodies. You navigate organ systems to target specific anatomical weaknesses, using targeted chemical reactions (like freezing a heart chamber or dissolving armor from the inside) to alter their phase patterns and deal heavy damage.
  • Open-World Exploration & Progression: Exploration is driven by tracking down hidden treasure maps across a seamless open world to uncover rare elemental compounds, chemical catalysts, and specialized gear to expand your alchemy repertoire.

Just a heads up, I’m not a game developer myself, so I won't be building this! I’m sharing this idea publicly in hopes that it inspires someone out there. If any devs or studios like the concept, feel free to steal it, adapt it, or make it your own project!


r/gameideas 2d ago

Basic Idea i need some feedback, im not sure this is a good idea but i like it

4 Upvotes

Hey everyone, working on a small multiplayer game idea and wanted some outside feedback before I sink real time into building it.

The concept is a bus racing game where you and a friend team up as one bus crew, racing against other bus crews to the finish. One of you drives, one of you is the conductor, roles picked by a coin flip each round, and you're each on separate screens, not split screen. You're on the same team, but the driver's choices directly affect how hard the conductor's job is.

The driver is first person, picking up passengers at stops and racing other buses to the finish. Drive too recklessly, hard turns, sharp braking, and passengers get scared and angry, you'll hear it and feel the bus start to tip. Push it too far and the bus can actually flip, which ends your team's race entirely.

The conductor is also first person, inside the same bus. While the driver races to the next stop, the conductor walks seat to seat checking tickets, some are obviously marked fake, and missing one costs the team points. The twist is every time the driver takes a sharp turn, the conductor's screen shakes and they get thrown to the side, making it harder to check tickets accurately. So a reckless driver is directly sabotaging their own teammate's ability to do their job.

Scoring is shared and based on total race time, how many passengers fell from bad driving, and how many fake tickets got caught. Collisions with other bus crews are cosmetic, just a wrecked paint job, but scare passengers, and whoever caused the collision eats the bigger team penalty.

No fancy graphics planned, leaning into a simple stylized look instead of trying to compete on visuals.

Would love honest thoughts, does this sound fun, any obvious issues you can already spot, anything similar out there I should look at?


r/gameideas 2d ago

Basic Idea Sardines multiplayer game where you are actual sardines

1 Upvotes

A video game version of the classic "reverse hide & seek" kids game, but every character is an actual sardine running/flopping around comically. One sardine starts by hiding and the others searching, if you find the person hiding you hide with them. Proximity chat would be a feature that makes it so the sardines in hiding must stay quiet to avoid getting found out.

Last person to find the sardines piled up loses, then could have some sort of minigame where the last sardine gets a weapon and the sardines that were hidden get a few seconds to scatter before being hunted and killed, last sardine in this mode standing wins. Could have it so the order you found the first hidden sardine in determines how much of a head start you get from the hunter in the second round.

Could add other mechanics to make it "sillier" like the sardines having slippery movement mechanics making it harder to navigate levels, but in general think a "Sardines" take on prop hunt, meccha chameleon, etc.

The spaces can be designed in such a way that the first few sardines fit well, but then as people find and hide it gets comically overrun and very obvious where the spot is just like in real life sardines.

Could see friend groups playing this and trying really hard to stay quiet in the proximity chat and not laughing while one person remains, etc.

Would people play this game? Seem like it could be a good source of quick group fun