r/gameideas • • May 05 '24

Check This Out šŸ”Ž Read Before Posting - Megathread

40 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 šŸ”Ž Share Your Short, Sweet and Succinct Game Ideas Here

47 Upvotes

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

Please limit your comment to a large paragraph or less.

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

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

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r/gameideas • • 17h ago

Basic Idea A strategy where you destroy human civilization to recover nature

2 Upvotes

Let's take eco-terrorism absolutely seriously.

I want a strategy game where you get to destroy the artifacts of human civilization to make the world a better place for the wild life. Bulldoze houses, blow up skyscrapers, plow the roads, reforest fields, destroy dams and rewild the rivers. You would start with a built-up and developed map (perhaps based on the real-world locations?) and destroy everything man-made to make way for wild animals and pristine landscapes.
It shouldn't be purely gratuitous violence and it should take some deliberation: the debris and pollution should be adequately handled, and you would have to take care to construct self-sustaining ecosystems. But it shouldn't shy away from "collateral damage" either. After all, we did have natural disasters in games like SimCity etc. Make the player feel consequences of his actions. Make destruction tangible: explosions, crumbling buildings, dust, blood and smoke.

It should be real-time and chill in pace: think RimWorld, where you can occassionally stop and watch the world do its thing. The underlying systems should be quite complex, so that you can see how patterns and secondary effects emerge from your actions, e.g. expect pollution from destroyed nuclear power plant to wreak havoc, or lack of predators to cause herbivore population boom and collapse. You poke the human civilization breaking things until it collapses.

I am a bit surprised that nothing like that exists.


r/gameideas • • 16h ago

Complex Idea The Ultimate Generational Sports & TCG Collector Sim: A game about dynamic supply, modding support, and building a museum legacy Spoiler

0 Upvotes

I've been developing a concept for the ultimate collector game. The core focus is a deep life, travel, and economy simulation based on the realistic mechanics of long-term card collecting, investing, and passing time—just like in real life.

Here is the complete breakdown of the gameplay features:

* **Dynamic Supply & Unopened Stock:** The game starts in a specific historical year. As in-game years progress, older card sets stop being manufactured and completely disappear from regular store shelves. This allows players to hoard unopened booster packs and boxes as long-term investments to sell them decades later when they become rare vintage assets.

* **Evolving Sports & New Eras:** The market changes over time to match sports history. You might start the game in an era where only traditional sports cards are available, but as decades pass, entirely new sports leagues, tournaments, and international disciplines launch their own official card lines, expanding your choices.

* **Full Modding & TCG Support (PokƩmon, Dragon Ball, etc.):** While the base game focuses on sports, it includes robust modding tools (like Steam Workshop support). The community can easily mod in classic pop-culture TCGs like PokƩmon, Dragon Ball, or Yu-Gi-Oh. These modded cards will seamlessly plug into the game's core systems, meaning they will also follow the timeline rules, stop being manufactured after certain years, and become ultra-rare vintage grails!

* **Virtual Travel & Direct Shop Access:** You don't waste time walking through huge, dramatic open worlds; instead, the game features a streamlined virtual travel system. With a few clicks on a global map, you can instantly travel to iconic international locations—like a specialized card shop in Japan—and go straight into their inventory to buy exclusive regional packs, singles, and boxes.

* **Global Second-Hand Markets & Negotiation:** Beyond official stores, you can browse online flea markets, local forums, and street meetups to hunt for forgotten boxes or trade with other collectors. When dealing in these second-hand markets, you can bargain with sellers. Some NPCs won't know the true value of their old cards, allowing you to score massive deals, while others will try to overcharge you for hyped players.

* **Generational Progression & Legacy:** Time actually moves forward. When your main character grows old, your entire card collection, money, and properties are inherited by your children, continuing the family legacy through entirely different sports eras.

* **Condition & Grading System:** Cards have realistic conditions (Mint, Near Mint, Played). Players can send their rarest cards to grading companies to get a certified score from 1 to 10. A certified Gem Mint vintage card will fetch an astronomical price compared to a damaged one.

* **Real-Time Sports News & Market Crashes:** In-game markets react to sports events. If an athlete wins a championship, breaks a record, or gets inducted into the Hall of Fame, their cards will instantly skyrocket. Conversely, controversies or injuries might crash their value.

* **Counterfeits & Scams:** The higher the stakes, the higher the risk. When buying high-value cards from sketchy sellers or online auctions, players must inspect the card closely (checking texture, gloss, and print lines) to avoid buying high-quality fakes.

* **The Museum Mechanic:** Once you gather legendary pieces or complete ancient sets, you can donate them to a public museum for prestige, or buy your own private museum. You can charge NPCs entry fees to view your legendary collection, holding the power to decide whether to cash out or let them gain value over generations.

I feel like a simulation that captures the true thrill of the hunt, street bartering, community modding, and generational nostalgia would be a dream come true for card collectors. What do you guys think? What other features would you add?


r/gameideas • • 1d ago

Basic Idea You are an Apple (or other food) trying not to get eaten. Your goal is to become as moldy as possible

5 Upvotes

Think I Am Bread meets stealth-survival. You play as a fresh piece of food (like an apple) in a busy kitchen. Your goal is to survive hungry humans and become a toxic, moldy biohazard.

Gameplay in 3 phases:

  • Fresh: High risk of being eaten. Roll off counters to bruise yourself and find warm, damp spots to catch spores.
  • Spoiled: Too gross to eat. Now humans want to trash you. Shifts into hardcore stealth.
  • Moldy: Go on the offensive! Infect the fruit bowl and fridge before the "Clean Freak" boss arrives with disinfectant.

Features:

  • Classes: Roll and bruise as the balanced Apple, rot fast as the fragile Strawberry, or slide into tight gaps as flat Toast.
  • Mold Skill-Tree: Unlock gross perks like noise-dampening White Fuzz, choking Spore Puffs, or fast Slime Trails.
  • Hazards: Survive the 2 AM Midnight Snacker, the freezing fridge, and snitching fruit flies.

Some Story ideas:

  • Meet the moldy society behind the fridge...
  • Complete sabotage quests to avenge eaten friends and claim the kitchen for the Mold Empire!
  • Rescue trapped kitchen comrades from the freezing fridge before their rot timer stops forever.
  • Discover lost grocery receipts and tragic memoirs left behind by expired snacks to uncover the kitchen's dark history.

r/gameideas • • 20h ago

Theorycrafting My Game Ideas - Would You Play or Buy Them? Yo guys! I have a few game ideas and wanted to know if you would actually play or buy them if they were made

0 Upvotes
  1. A God of War-style RPG based on the Ramayana
    My first idea is an action RPG inspired by God of War, revolving around the Ramayana, a Hindu cinematic epic. The game would follow Rama’s journey, beginning with his exile and eventually leading to the battle against Ravana in Lanka.
    I’m not Hindu myself, but I’ve read several Hindu religious texts, including the Ramayana, Mahabharata, and Bhagavad Gita. I find these stories interesting and think they could inspire an incredible action-adventure game.
    Obviously, I wouldn’t necessarily adapt every event exactly as it happens in the original text. I’d make some changes to the storytelling, pacing, and certain events to make the experience more suitable for a playable video game while preserving the central story and its important characters.
    Imagine exploring forests, discovering different locations, fighting demons, meeting allies, and facing powerful enemies throughout the journey. The combat could involve different weapons, divine astras, special abilities, and challenging boss fights. The game would also focus on cinematic storytelling, character development, exploration, and large-scale battles.
    The goal would be to create an immersive experience where players actually feel like they’re experiencing Rama’s journey rather than simply watching the story unfold. I’d want the fights to be satisfying, the world to feel alive, and the major story moments to have real emotional weight.
    Of course, adapting a religious epic comes with responsibility, and I’d want to approach the source material respectfully while making the necessary changes for gameplay.

2.Imagine fighting someone while skiing down snowy mountains, surfing massive waves, skating through roads and skateparks, or performing parkour across buildings. You could also go rock climbing, paraglide through the air, use ziplines and vines in jungles, BMX through muddy trails, and sandboard across enormous dunes. Rivers would feature kayaking, while frozen lakes would let players ice skate.
The main twist is that movement and combat happen simultaneously. You wouldn’t just stand still and spam attacks. You’d have to control your momentum, balance, direction, and positioning while dodging opponents and using abilities. One mistake could send you flying off a mountain, crashing into a building, or falling into the ocean.
Combat would feature unique characters and abilities, including dashes, shockwaves, grapples, wind attacks, shields, and terrain manipulation. The environment would become part of every fight, allowing skilled players to use slopes, waves, walls, and obstacles to their advantage.
I’d want realistic, responsive physics so every activity feels different, from carving through snow to balancing on a surfboard. The entire world would connect naturally, allowing players to transition between environments without loading into separate maps.
The goal is to make every fight unpredictable, rewarding both combat skill and movement mastery.


r/gameideas • • 1d ago

Basic Idea Welcome to r/Mythborn – A World Forsaken by the Gods!

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0 Upvotes

r/gameideas • • 1d ago

Basic Idea Some kind of galactic boxing game in a dystopian sci-fi universe.

3 Upvotes

I’ve been playing a lot of Star Wars: Galactic Racer and classic Super Punch-Out!! lately, and it hit me: why hasn't anyone made a straight-up, realistic boxing simulator set in a gritty sci-fi or dystopian galaxy?

I don't mean a generic 2D fighting game like Street Fighter or Mortal Kombat with fireballs. I mean a mechanical, tactical boxing game centered around stamina management, rounds, referees, and strict ring rules—but your opponents are diverse alien species, and the arenas are spread across the galaxy. In some dystopian or underworld circuits, there might even be "death match" rules where the ref looks the other way.

Here is how the core systems would work:

  1. The Core Progression (The Galactic Circuit)

You start as an underdog fighter on the rim of the galaxy.

Your goal is to travel from planet to planet, climbing the local ranks to win the planetary belt.

Winning a planet's championship unlocks the hyperdrive coordinates to the next system, eventually leading you to the high-stakes, glittering arenas of the Galactic Core World.

  1. Species Classes & Adaptations

Instead of generic weight classes, fighters are categorized by biological classes, each offering unique tactical advantages and disadvantages:

Heavy Iron-Hides (High Durability / Low Speed): Massive, heavily armored species that can absorb a brutal amount of punishment and deliver devastating block-breaking hooks, but their stamina recovers slowly.

Avian/Leptons (High Speed / Fragile): Ultra-fast, multi-jointed fighters who rely on rapid jabs and flawless footwork to slip punches. They can't take a heavy hit to the chin without risking an instant daze.

Amphibious/Regenerators (High Stamina / Average Power): Biologies built for endurance. Their stamina bars refill rapidly between rounds, allowing them to drag fights into the later rounds to exhaust the opponent.

Humans (The Adaptable Tacticians / "Jack of All Trades"): Humans lack the raw armor of an Iron-Hide or the sheer speed of an Avian, but they have the most balanced stamina curve in the game. Their unique trait is "Tactical Adaptability"—they suffer fewer penalties on high-gravity or low-oxygen worlds, and they gain a momentum boost when successfully executing counter-punches, allowing skilled players to adapt to any opponent. However they Excel at nothing. Pretty much the starter class to learn or for folks who can't deal with the nasty traid offs of the others or role players that don't like being other species so it's important to get this one right the most since many ppl will chose one to feel themselves in the game.

  1. Planetary Variables (Environmental Modifiers)

The planet you fight on fundamentally changes the physics of the match, forcing you to adapt your strategy or train differently:

High-Gravity Worlds: Punches fly slower and consume twice as much stamina. Heavy species are grounded and sluggish, giving lighter, agile species an opening—unless the heavy fighter lands a single, gravity-assisted body blow.

Low-Atmosphere/Arid Worlds: Stamina regeneration is cut in half due to thin oxygen. Fighters have to pace themselves heavily, turning the match into a tense, psychological chess game of single, precise counters rather than aggressive combos.

  1. Narrative Stigmas & Interstellar Politics

Your choice of species and your background affect how the galaxy treats you:

The Underdog Stigma: If you play as a species historically marginalized or disliked on a specific Core World, the crowd will boo you, reducing your momentum gain. The referee might also count slightly faster when you get knocked down, or be incredibly strict on clinches.

The Underworld Favor: If you fight dirty in the outer-rim lawless rings to please local crime syndicates, you earn quick cash for gear upgrades, but corporate sponsors on civilized planets won't sign you, limiting your access to top-tier training facilities.

  1. Skill & Balance

Ultimately, it’s a game of skill. A perfectly timed slip-and-counter system means a human or lightweight boxer can absolutely dismantle a massive, multi-armed alien colossus—provided they manage their stamina perfectly, read the opponent's tells, and exploit the environmental gravity to their advantage.

What do you guys think? What kind of alien boxing archetypes or planetary rules would you want to see in a game like this?


r/gameideas • • 1d ago

Advanced Idea Engineer Wizards on a journey in basically Minecraft.

0 Upvotes

My inspirations:

  1. Witch Hat Atelier is a beautyfull manga, but what makes it most unike compared to other fantasy stories is that the writer designed the magic system as more of an actual system similar to science. Diferent magic runes have different effects and combining them together creates more complicated spells. Based on the known runes and rules in the story, fans started to create their own spells and build off of each other to make some very complicated and devious hexes.

  2. Minecraft is the biggest game wich fell kinda flat for me even tho its every part interests me. I remember when i was a little kid and my friend first showed me them playing, i was excited and curious to see what was beyond the exciting looking mountains near his base, i kept nagging him until he went and check, but there was nothing special beyond the peaks, except for a deep canyon wich again i wanted to see.

I would love to explore in minecraft, but the intended gameplay binds you to one relatively small area. And even if i use creative mode to explore, the same infinitely looping forest gets boring quick (i know there are diferent bioms, thats not the point)

The most fascinating part of minecraft for me was allways the systems and machines people came up with that werent even tought about by the developers and how they pushed redstone and other mechanics to their limit. And also how people worked together in servers to create massive mind blowing buildings and systems.

  1. The age of exploration. It must have been insane when the world map started to expand, when people set sail they might have encountered brand new continents, unknown civilisations and animals. I love stories wich turns this up to the max like King Kong and the Lost World.

The Game:

So it is a sandbox where you can freely build and gather resources, but the mechanics support the creation of more complex machines, vehicles and weapons are up to your creativity combined with the spell writing system to manipulate the enviroment, build tools and fight. The spells could be created thru specific ingredients, crystals and plants and the more special or abudant your ingredients are the stronger or lasting your magic will be. And some ingredients for speicifc spells can only be aquired after already accumulating less rare items.

Its multiplayer and many of the increasingly dangerous opponents and challenges can eventually only be overcome by working and building together.

Its incentivised to travel wast distances and explore (eventually you can put down portals that lead back to home, you can build airships as your base etc) by scattering important resources far from each other, and behind bossfights.

The world also has diferent biomes and enviroments but their distribution is more similar to real life as in they are in larger chunks or massive islands/continents.

All of the diferent lands have diferent creatures and monsters, the more dangerous ones drop increasingly powerfull/usefull items that are needed to defeat the even bigger ones.

If there are NPCs and already existing buildings or ruins, i would love to create a grander backstory to the world, wich again can only be pieced together if people travel around and explore.

The main point of the game would be for people to work together to overcome challenges thru free creativity.


r/gameideas • • 1d ago

Basic Idea X WAYS TO MURDER ANYONE // What if a classic Rio favela went silent overnight — and something was still there?

1 Upvotes

An indie psychological and cosmic horror game set in a fictional Brazilian neighborhood.

Imagine waking up in your bedroom and realizing something is terribly wrong.

No voices outside.

No motorcycles passing by.

No music coming from your neighbors.

Not even the sound of animals.

Just silence.

And your two cats are missing.

Where did everyone go? And why does it feel like something is still there?

The Story

Meet Carlos, a 35-year-old security guard living in Vale do Encanto, a fictional hillside neighborhood in Rio de Janeiro, Brazil.

Carlos is an ordinary guy with an extraordinary amount of baggage. He's funny, sarcastic, passionate about football, video games, and animals, and once dreamed of becoming a football journalist.

But life hasn't exactly gone according to plan.

After a particularly difficult period, Carlos falls asleep in his bedroom.

When he wakes up, his entire neighborhood is deserted.

The lively community he has known his whole life — once filled with conversations, street football, parties, motorcycles, and everyday chaos — has become impossibly quiet.

His cats have vanished.

His phone has no signal.

The internet is gone.

And there is no one around to explain what happened.

So Carlos does the only thing he can think of.

He goes looking for his cats.

What begins as a simple search gradually becomes something much stranger.

A Brazilian Setting You Rarely See in Horror Games

The game takes place in Vale do Encanto, a fictional neighborhood inspired by the hillside communities surrounding Rio de Janeiro's Tijuca Forest.

Picture narrow alleyways, steep staircases, rooftops, small bars, football courts, tightly packed houses, and dense Atlantic rainforest surrounding the neighborhood.

I want the environment to feel like a real community with its own identity, memories, relationships, and stories.

Not just another abandoned town.

A place that was once alive.

And a place where its sudden silence feels deeply unnatural.

No Traditional Monsters. No Endless Jump Scares.

My goal is to create horror through atmosphere, exploration, environmental storytelling, and the fear of the unknown.

The game will feature:

  • First-person exploration through interconnected streets, houses, rooftops, and forest paths.
  • Semi-linear progression, with optional areas and stories to discover.
  • Environmental storytelling through photographs, notes, objects, and traces of everyday life.
  • Psychological and cosmic horror, where not everything can be explained by the protagonist's state of mind.
  • Minimal dialogue, allowing silence and environmental sounds to carry much of the experience.
  • A mystery that changes how you interpret earlier events.

And perhaps most importantly, I don't want every object to be a clue or every memory to be tragic.

Sometimes a photograph is just a happy memory.

Sometimes a forgotten toy is just a forgotten toy.

And sometimes the smallest details tell you more about a person than an entire conversation.

Three Versions of the Truth

One of the central ideas behind the story is simple:

There's the truth you experienced.

There's the truth someone else experienced.

And there's what actually happened.

Those three versions don't always match.

Carlos has his own memories, assumptions, regrets, and blind spots. As players explore Vale do Encanto, they may discover information that challenges what they initially believed.

But the game won't hand out every answer.

Some mysteries are meant to be understood.

Others are meant to stay with you.

Inspirations

I'm drawing inspiration from games and stories such as:

  • Silent Hill — psychological atmosphere and unsettling environments.
  • Dark Souls / Elden Ring — fragmented storytelling and environmental discovery.
  • Resident Evil / Fatal Frame — meaningful exploration of familiar locations.
  • The Stanley Parable / Portal — curiosity and unconventional narrative design.
  • Stray — dense, interconnected environments and vertical exploration.
  • Shutter Island — a story that can feel completely different once you know the truth.

I'm not trying to recreate any of these experiences. I want to combine some of the things I love about them with a setting and story that feel distinctly Brazilian.

The Reality of Development

I'm an aspiring solo indie developer, currently in the concept and narrative-design stage, with no budget.

I know this is an ambitious idea, especially for a first project.

My plan is to start small: build a playable prototype featuring Carlos's house and a few streets of Vale do Encanto, then expand only if the core experience works.

Right now, I'm focusing on the story, the characters, the world, and what would make the game genuinely interesting to explore.

I'd Love Your Feedback

I'm sharing this because I'd love to hear from horror fans, indie developers, and anyone who enjoys mysterious, story-driven games.

Would you play a horror game where your first objective is simply to find your missing cats in a completely deserted Brazilian neighborhood?

And more importantly:

Can silence, atmosphere, and a compelling mystery be scarier than monsters?

I'd love to hear your thoughts, even if they're critical.

X WAYS TO MURDER ANYONE is currently a concept in development. No release date or playable build


r/gameideas • • 22h ago

Advanced Idea What if every SCP-914 experiment generated something completely new?

0 Upvotes

I have an idea for a future SCP game that could make SCP-914 one of the most unpredictable and interesting machines in gaming.

I'm not a game developer, and I don't know much about coding, but I believe this idea could be technically possible.

Imagine SCP-914 could use generative AI to create entirely new 3D objects, weapons, creatures, and anomalies?

Here's how it would work

1- The player places an object inside SCP-914, such as a weapon,a radio, food, or almost anything else.

2-The player selects one of the five settings: Rough, Coarse, 1:1,Fine,or Very Fine.

3- The machine starts.

And the AI system uses image references from the internet, generates a new 3D model, and assigns it properties and behaviors based on the original object and SCP-914's rules.

4- When the machine opens, the player discovers something completely new.

The most interesting part? Even AI mistakes could become anomalies.

For example:

- gun that fires without making any sound.

- fish that swims through the air. We see that in one of the SCP 914 experiment logs.

- radio that broadcasts sounds from an unknown location.

- weapon that behaves in ways nobody expected.

- completely new creature with strange abilities.

Not every result would be useful. Some be dangerous, others completely ridiculous, just like SCP 914 experiments in the SCP universe.

But what about performance and technical limitations?

I have a few ideas

- AI generate objects would be optional and never required to complete the game.

- Generated content would be temporary and deleted at the end of each match to avoid unnecessary storage.

- There would be limits on the number of generated objects and active AI processes.

- To discourage excessive use, repeated SCP-914 experiments could gradually cause toxic gas leaks, forcing players to stop using the machine or risk dying.

-Generated behaviors would need to run through a controlled system to prevent crashes and security issues.

a real time 3D generation, animation, programming, and multiplayer synchronization would be technically challenging.

But imagine a multiplayer SCP game where players discover anomalies that even the developers never specifically designed.

Every SCP 914 experiment feel like an experiment into the unknown.

What do you think could this actually work, or will it turn into a nightmare to develop and get running smoothly?

I think the second option is the most likely🤣

And Another idea: SCP 294 could be even easier to implement with AI.

Unlike SCP 914, SCP 294 wouldn't need to generate complex 3D models. Players could type almost anything into the vending machine, and AI would interpret the request, generate the liquid's appearance, and assign effects using existing game mechanics.

For example, requesting "a cup of invisibility" could make the player invisible, while "a cup of fear" could trigger hallucinations.

I think This would require a fewe resources than SCP 914 while still allowing thousands of unpredictable combinations.

SCP 294 could actually be the perfect starting point .

And of course, the AI would never have access to or modify the game's core code. It would only generate temporary objects and behaviors within a controlled system to prevent crashes and other technical issues.

As the years go by, it becomes increasingly possible what do you think of this idea?


r/gameideas • • 1d ago

Game Jam The Shattered Realms: An Open-World Fantasy RPG with Magic, Dragons, and a Living World

1 Upvotes

The Shattered Realms is an ambitious open-world fantasy RPG concept built around exploration, diverse monsters, magical combat, legendary creatures, and a living world where player choices can change the fate of entire kingdoms.

A Vast and Living World

Imagine a world filled with human kingdoms, an orc kingdom, floating islands in the sky, underwater civilizations, and a mysterious mountainous Dragon Kingdom. Every region has its own creatures, cultures, resources, politics, and secrets. Day and night, weather, trade, and world events influence exploration and gameplay.

The world is inspired by the monster variety of The Witcher 3 and Monster Hunter, the combat depth of Elden Ring and Dragon's Dogma 2, and the freedom of Skyrim. However, the goal is to combine these elements into one coherent experience.

Six Classes and Unique Combat Styles

Players can choose between six classes, each with distinct weapons, combos, movement, and abilities:

  • Warrior: Long and short swords, powerful sword combos, and magic-infused strikes.
  • Mage: Staves, magical seals, and spellbooks, specializing in powerful elemental spells.
  • Assassin: Dual daggers or a small pickaxe-like weapon, emphasizing agility, evasion, and fast attacks.
  • Archer: Bows and crossbows, enhanced with magical arrows and ranged abilities.
  • Knight: Spears, reach, precision, and magical techniques integrated into weapon combat.
  • Fighter: Enormous hammers and hybrid hammer-axes, delivering heavy attacks and destructive skills.

Magic is not exclusive to the Mage. Every class can combine magic with its own fighting style, allowing players to create unique builds rather than being restricted to ordinary physical attacks or basic spells.

A Deep Magic System

Players can explore magical schools such as Fire, Ice, Lightning, Water, Sun, Darkness, Light, Shadow, Nature, Stone, Space, Dragon Magic, and Forbidden Demon Magic.

Each school has its own skill tree, powerful abilities, rare spells, and progression. Players discover new techniques through difficult quests, powerful teachers, and legendary monsters. Some magic can transform ordinary weapon attacks into spectacular magical techniques, while other abilities unleash devastating spells.

Forbidden Demon Magic offers extraordinary power but carries consequences, affecting relationships, reputation, quests, and even possible endings.

Monsters, Dragons, and Legendary Hunts

The world contains a huge variety of creatures, from orcs, ogres, ghouls, vampires, and jinn to griffins, demons, dragons, and unique mythical beings.

Some legendary creatures exist only once in the world. Defeating them permanently changes the world, while special locations allow players to replay their battles without receiving the original rewards.

Mounts include horses, wolves, bears, griffins, and dragons. Obtaining a dragon requires a challenging quest involving the Dragon Kingdom, rare magical items, and a dangerous encounter rather than simply purchasing one.

Hunter Organizations and Team Management

Every kingdom has a Hunter Organization where players can accept missions, hunt dangerous creatures, purchase equipment, meet rival teams, and recruit new hunters.

Players can adventure alone or build their own team. Each recruit has a personality, interests, loyalty, equipment, and independent progression. Members can undertake separate missions and return with experience and loot, while the player must personally participate in the most dangerous hunts.

Teams have leaders and deputies, and rivalries can emerge over leadership. Team progression, tournaments, missions, and achievements influence reputation and unlock new opportunities. Death can have lasting consequences for team members, making difficult hunts meaningful.

Equipment, Progression, and Exploration

Weapons and armor come in different tiers, from ordinary equipment to unique legendary items with hidden effects. Rare materials allow powerful equipment to be crafted, while legendary gear can be discovered through exploration, difficult quests, and monster hunts.

Character levels, magical development, equipment, weapon skills, and passive abilities all contribute to building a character. Resources and trade prices vary between kingdoms, creating additional reasons to explore and interact with the world.

A Story Shaped by Your Choices

Centuries ago, a legendary warrior united the kingdoms and sealed the gateway to the demonic realm. After his death, the alliance collapsed, and the ancient seals began to weaken.

The player begins as a farmer's child whose life changes after a tragic encounter with a demon. As the story progresses, the player discovers a conspiracy involving kingdoms, powerful demons, and the return of an ancient threat.

The world does not simply wait for the player. Ignoring major crises can allow invasions, destroy regions, and change political power. Alliances, rivalries, dialogue choices, and personal decisions influence how characters and kingdoms respond.

The story can lead to multiple endings: uniting the kingdoms, losing to the demonic invasion, surviving in a divided world, pursuing a dark path toward power, or sacrificing everything to seal the demonic gateway.

The Main Goal

The goal is to create a fantasy world that feels alive, where exploration, monster hunting, magical combat, weapon mastery, team management, politics, and meaningful choices are deeply connected. Players should be able to create their own playstyle, discover legendary creatures, build relationships, lead hunters, influence kingdoms, and shape the world's future.

This is only an overview of the concept. I have many additional ideas and detailed systems for the world, classes, magic, monsters, quests, progression, and story that I could not include here.

I am open to collaborating with anyone interested in this concept, including game designers, writers, artists, programmers, and other developers. I would love to discuss the ideas, hear feedback, and explore how this concept could be developed further with the right people.


r/gameideas • • 1d ago

Basic Idea How about a underground street racer just hear me out first

1 Upvotes

It’s online or story mode free roam ,but you only meet up at night time or risky day time races more people more cops and I mean meet up.Get out your car look at everybody else’s cars like a scene fast and the furious 1 ,choose a rank to race what ever your car can race at meaning builds like street car x. cops busting the meeting and we have to get away or, at are shop we can walk around or a little outside and custom characters money buys cloths and cars or we can steal them or pink slips real ones online special party hidden shops
The graphics don’t have to be killer but that would be a plus pedestrians walking around maybe some side gigs when you’re doing story mode and bring back sponsors and photo shoots like need for speed underground 2 and the sponsors don’t have to be real they can be like endgame sponsors how like you see billboards of them so it kind of makes it real in the game. He cannot see the copyright other you know real sponsors maybe have the ability to have an apartment and a shop for girlfriend and customize car girlfriend gives you special abilities like boost like SRS


r/gameideas • • 1d ago

Basic Idea Game idea about chess, bullying, and how to get over with it

0 Upvotes

I dont really know if anyone would see this, but I had a game idea while I was sleeping, and I decided to post here in case anyone is interested in developing it.

The game involves a chess board game that resembles a school's hallway, and you play as a chess piece, which is a pawn, and the objective is to get to the end of the board while dodging other pieces and obstacles in the way. There might be chances that you play as a different piece throughout the game and face more challenging puzzles, but the game tells a story.

Sam, a 10th grader and a chess prodigy, has to endure high school as well the main problem, which is "bullying," which is a popular thing at school. He has to go through all types of bullying, such as physical, verbal, and mental,

and face types of students coming in his way.

The game idea reflects on myself, too.

3-4 years ago, when I started 10th grade at high school, I had to endure with bullying, which I had never experienced before, and it broke me, but after graduating to college, I realized that all of my bullies were my biggest friends I had, because I interacted with them a lot on my school year. One of my bullies even came to my university to meet up with me. Truly, there are no enemies, just people who care about me and wanted my life to go better.

If anyone I interested in making this a game,

DM me at Discord:nazuna_hiwatashi

And dont forget to credit me too of course course


r/gameideas • • 1d ago

Basic Idea Game where you deliver player-made letters through absolute hell in order to be able to make mail yourself.

3 Upvotes

Played a game called ā€œkind wordsā€ and received a stupid letter recently. Sparked an idea in my little sponge brain: what if the mailman went through hell and back just to deliver u that mail that says ā€œu like eating food?ā€

Gameplay loop/story idea:
Internet died. ppl needs the dopamine or they die. You must deliver the letters before you die of boredom

(Text and info gotta be short like this.
Future ppl’s attention span can’t handle reading unless it’s written like a haiku)

Gameplay loop:
A player makes a letter asking either a question or a response to a letter they got > then random players get assigned to deliver it and are sent outside the world where they must trek through and fight or evade different monsters, do side missions to keep the post office systems working/get extra rewards, and finally deliver that damn letter. The rewards lets u buy cool stuff. (Obviously)

Other ideas (just some stuff im throwing on the wall):
-Time limit is the dopamine in your head. Increase it by doing fun stuff like killing enemies and breaking things
-the world is in ruins
-you can buy the option to send drawings or items to randoms.
-decorate your little safe room
-4 player co-op
-delivering letters lets you make letters for others to deliver as well.
-u can check and open the letters you’re currently delivering. Minus rewards for tampering tho, but gives dopamine!
-you can see the status of your letters via an in-game delivery app. U can see players fail or succeed via a minimalistic gps style interface
-door dashing food to live?
-if player fails to deliver, u gotta wait for a delivery reattempt.
-mailman rating system! Try to get 5 stars

Whole game don’t gotta be based on some dopamine crazed world, or anything I just said. idk i’m just sharing my ideas for yall to use. I think it’s got potential!


r/gameideas • • 1d ago

Advanced Idea Could someone make a nhl/ ea sports style bandy game!

0 Upvotes

Hey everyone!

I am a huge fan of the sport of bandy (which is like ice hockey but played with a ball on a massive football-sized ice rink). I am really tired of not having an EA Sports or NHL-style video game for this amazing sport, so I want to pitch this detailed idea to anyone who loves making sports games and wants a unique project. Since bandy is mostly popular in Sweden, Russia, Finland, and Norway, it is kind of unknown globally, but the gameplay potential is massive!

Here is how the game should work:

- Perspective: The camera should be a 3rd-person 'Be-a-Pro' style camera, positioned right over and slightly behind the player you are currently controlling. When you pass the ball, the camera smoothly transitions to focus on the next player.

- Physics and Skating: It needs to use realistic ice physics. I want that heavy, drifting, and high-speed skating feel from the EA Sports NHL games, where players slide when they turn and leave skate marks on the ice.

- Game Modes: It should feature a Present Day mode with current top teams, but also a 'Legends Mode' featuring historic bandy icons playing in a modern setting. For example, legendary Swedish players like Lars Fall, Pelle Fosshaug, and 'Snoddas' Nordgren.

- Stadiums: It should feature iconic bandy arenas, specifically 'Studenternas IP' (Studan) in Uppsala, Sweden, where the club IK Sirius plays, complete with realistic crowds, floodlights, and winter atmosphere.

- Platforms: It would be awesome if a game like this could be released on Steam for PC, or even consoles, so fans worldwide could finally play a proper bandy simulator.

If any game developer or indie studio is looking for a fresh sports game concept with a passionate community waiting for it, please consider making this a reality! I've even started testing basic ice physics and camera movement in Godot on my laptop, so I know the core skating foundation feels incredibly fun. Let me know what you think!

And just to let you guys know this is very much i am asking for so do it if you have some time.


r/gameideas • • 2d ago

Theorycrafting My Game Ideas – Would You Play or Buy Them? Yo guys! I have a few game ideas and wanted to know if you would actually play or buy them if they were made.

0 Upvotes

My Game Ideas – Would You Play or Buy Them?
Yo guys! I have a few game ideas and wanted to know if you guys would actually play them or possibly buy them if I or someone else made them. These are just ideas right now, and I’d genuinely appreciate honest opinions on whether they sound interesting or worth buying.
1. A God of War-style RPG based on the Ramayana
My first idea is an action RPG inspired by God of War, revolving around the Ramayana, a Hindu cinematic epic. The game would follow Rama’s journey, beginning with his exile and eventually leading to the battle against Ravana in Lanka.
I’m not Hindu myself, but I’ve read several Hindu religious texts, including the Ramayana, Mahabharata, and Bhagavad Gita. I find these stories interesting and think they could inspire an incredible action-adventure game.
Obviously, I wouldn’t necessarily adapt every event exactly as it happens in the original text. I’d make some changes to the storytelling, pacing, and certain events to make the experience more suitable for a playable video game while preserving the central story and its important characters.
Imagine exploring forests, discovering different locations, fighting demons, meeting allies, and facing powerful enemies throughout the journey. The combat could involve different weapons, divine astras, special abilities, and challenging boss fights. The game would also focus on cinematic storytelling, character development, exploration, and large-scale battles.
The goal would be to create an immersive experience where players actually feel like they’re experiencing Rama’s journey rather than simply watching the story unfold. I’d want the fights to be satisfying, the world to feel alive, and the major story moments to have real emotional weight.
Of course, adapting a religious epic comes with responsibility, and I’d want to approach the source material respectfully while making the necessary changes for gameplay.
2. An original anime-style fighting game
My second idea is an original fighting game inspired by Roblox battleground games such as The Strongest Battlegrounds and Jujutsu Shenanigans.
What I find interesting about these games is their combat systems. Players have a few basic moves, but combining them in different ways allows them to create complex combos, counter opponents, and develop their own fighting styles.
I’d like to take that idea and combine it with the brutality and impact of Mortal Kombat, while creating my own original characters instead of simply using existing anime characters.
The basic combat system would have four regular moves and four ultimate moves for each character. However, I wouldn’t want the game to feel limited just because there are only a few buttons. The real depth would come from combining attacks, movement, dodges, launches, counters, and other mechanics to create different combos.
For example, a player could launch an opponent into the air, follow them with another attack, slam them into the ground, and continue the combo before the opponent gets a chance to recover. Different characters would have different ways of fighting, so mastering one character wouldn’t automatically make someone good with everyone else.
I’d also love to include environmental destruction, inspired by Jujutsu Shenanigans. Imagine fighting across a city while buildings get damaged, walls break apart, and the arena changes as the battle progresses.
The characters would have original designs, personalities, abilities, and fighting styles. Some could focus on speed and combos, while others could specialize in grappling, powerful attacks, counters, or controlling the battlefield.
I’d want the combat to be easy to understand but difficult to master, allowing beginners to have fun while giving experienced players plenty of room to improve.
The overall goal would be to create a fighting game where battles feel chaotic, creative, and satisfying, without sacrificing competitive depth.
So, which idea would you actually want to play?
Would you rather experience an epic adventure based on the Ramayana, or fight other players in an original battleground-style game with brutal combat and destructible environments?
Would you actually spend money on either game if it was made well? What features would convince you to buy it, and what would make you lose interest?
I’m interested in hearing your honest opinions, including criticism. I know both ideas would take a lot of work to develop, but I’d like to know whether people would genuinely be interested in playing them before deciding which one to pursue first.


r/gameideas • • 2d ago

Basic Idea First person base builder with exploring/survival BUT

1 Upvotes

Imagine the game , kinda like Supreme Commander, where you build massive turets, rigs, resource gathering stations, power plants,even factories , but in a first person,Setting cold be scifi or even modern.For example, you are a space traveler, who crashes/arrives on distant planet (how original I know) which on a first glance looked suitable for life but not populated, but after a while you discover that there are hostile creatures,maybe even robots or humans, which you have to defend your base from.you have to survive ,build a base,explore and gather resouces , progress the tech tree, where you discover even better weaponry, like artillery,radars,AA, lasers,etc.Different byoms,like dessert,hills,snowy walleys, Day - night cycle.kinda reminds of Osiris New Dawn if I think about it, but more focused on base building and its maitainance. Story could be, that humanity is looking for new home.Main purpose of the game is to survive curtain amount of time until other colonists arrive , and to destroy hostile force base , to cleam the planet and make it safe to live on


r/gameideas • • 2d ago

Basic Idea Game Concept: "Beyond the Dream" — A story about saving the one you love. (Free to use for indie devs)

1 Upvotes

Hi everyone!

I'm not a game developer, but I've always loved games and stories that hit you right in the heart. Recently, I came up with a concept and worked with an AI to generate some concept art to bring my vision to life.

Since I don't have the skills to make this game myself, I've decided to put this idea out into the world completely free to use. If any indie developer wants to take this concept, change it, or use parts of it — please go ahead. I just want to see this idea live.

Here is the pitch:

Title: Beyond the Dream

Genre: Action-Adventure / Platformer (Mixing the epic combat of God of War with the witty, cinematic traversal of Uncharted).

The Story:

A young man's girlfriend is in a coma, kept alive in a glowing cryo-pod. A mysterious AI tells him that the only way to wake her up is to collect four ancient artifacts: the Golden Comb from the Underwater Kingdom, the Angel's Halo from the Celestial Realm, the King's Staff from the Jungle, and the final Stone Heart from the Underworld.

The Protagonist:

He is not a chosen one or a soldier. He is just a regular guy who is sarcastic and uses humor as a coping mechanism. He is equipped with a high-tech gauntlet that transforms into a blade (for melee), a grappling hook (for parkour), and an energy blaster.

The Core Feature (The Emotional Hook):

Between levels, the hero returns to the lab, sits by the pod, presses his head against the glass, and talks to her. He tells her about the monsters he fought and the beautiful places he saw.

The dialogue changes depending on how much damage the player took. If you barely survived the jungle, he comes back exhausted and covered in scratches, trying to reassure her that "it's just a scratch." The game never explicitly shows if she can hear him, but the medical monitors sometimes flicker in response to his voice.

The Ending:

The game ends with a quiet "Echo" moment. She doesn't magically open her eyes. The pod opens, but she just breathes deeper. The AI confirms she is out of the coma and just sleeping normally. He sits by her bed, holds her hand, and says: "It's okay. I'll wait. I'm not in a hurry."

Feel free to leave feedback or ask questions! And if you are a dev and want to use this — go for it. I would love to play it one day.


r/gameideas • • 2d ago

Basic Idea Star wars story game idea (heavy inspiration from Detroit become human)

2 Upvotes

My idea for this game would be a combination of star wars and Detroit become human so the main mechanic of the game is making choices that can and will permanently alter the story there would be 2 acts.

Act 1 the clone wars-the game starts with you in your final training mission with your clone squad on Kamino you make a few choices and get to the end and make it to a real clone legion the 501st. After this there are a lot of ways this could go you could possibly defect and become a seperatist you could stay a loyal clone trooper all the way to order 66 then maybe you somehow are able to somewhat realize its wrong and try and not kill your jedi or stay loyal once more and gun down your jedi and all the stuff in between.

Act 2 the empire era. In act 2 you get to see the impact you made on the galaxy and how it affected the rise of empire or potentially you didn't make it through the clone wars act so now your an empiral officer this could work by you slowly realizing the empire is evil or maybe you stay loyal and work your way to like commander of the empire and again all the stuff thats in between.

There could also be space combat ground combat stealth missions being in command of the death star all sorts of that type of stuff

Anyway thanks for reading if you have suggestions feel free to give them very low chance I actually do anything woth this i have no game developing expirnce and im just an 8th grader who loves star wars and video games but if you wanna use my idea feel free to reach out and id be happy to talk.


r/gameideas • • 2d ago

Complex Idea [AAA] HD-2D Open-World RPG set in a stylized Morroco & Canary Islands.

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1 Upvotes

r/gameideas • • 2d ago

Basic Idea UPDATE of the game idea I had but I still haven’t came up with a name yet #2

1 Upvotes

Feedback Response:
Ah, okay! Thanks for the feedback on the last post,
[u/AAAAAA_6](u/AAAAAA_6).
Because of that, I think I shifted the gameplay idea a bit.

I mean, yeah... I accidentally ended up making something similar to Omori, which honestly surprised me because I thought people would call it a Deltarune rip-off. But oh well! I'll probably check out some Omori gameplay anyway, just so I don't end up accidentally copying another game.

Idea Update:
I think I can start writing some lore and even look into how emotions work in the human mind, so that certain enemies represent dreams, feelings, etc. But just to be clear: I really don't want it to feel overly deep or edgy (none of that "oh my gosh, look how deep and dark this is"). Just a small message with a bit of depth that hopefully leaves the player with something positive.

BIGGEST IDEA UPDATE YET!
The gameplay is NOT going to be just an RPG + point-and-click. It might still keep a few point-and-click mechanics, but I want to mix it with something else. THIS IS WHERE YOUR DECISION COMES IN!

Options:
• Beat 'em up style: If you pick this one, the overworld will feature a 2D art style (like a classic point-and-click). The difference is that in the dream world area, we'll use this perspective for beat 'em up style combat.
• Classic Zelda style (ONLY NES & SNES GAMES): The overworld will look like a classic RPG (with a 2.5D touch inspired by EarthBound), but you'll attack in real-time like in The Legend of Zelda instead of switching to turn-based RPG battles.

(In both options, the mouse is still used for some point-and-click actions, except during combat).

If you want, you can still drop more ideas for the game, give feedback, or leave your opinion on which option sounds best. Let me know what you think!


r/gameideas • • 3d ago

Advanced Idea KNACK : RELICS OF MALICE : Hey everyone, I wanted to share a comprehensive design blueprint for a ground-up next-gen remake of the Knack franchise. The original games had incredible technical concepts

1 Upvotes

Hey everyone, I wanted to share a comprehensive design blueprint for a ground-up next-gen remake of the Knack franchise. The original games had incredible technical concepts but were heavily bottle-necked by the PS4's hardware limitations. Built around the idea of the PS6 era, this concept overhauls the particle physics engines, introduces an open-world temple structure, completely discards flat black-and-white morality for deeper lore, and transforms the core character into a dynamic, multi-form tactical weapon. Check out the document below!

āš™ļø SECTION 1 , THE MAAAAAACHANICS: Technical Architecture & PS6 Engine Blueprint

The original titles were heavily restricted by the processing bottlenecks of their era. Relics of Malice is engineered from the ground up to utilize advanced next-generation hardware pipelines to turn Knack's physical body into a real-time gameplay mechanic rather than a visual gimmick.

  • Zero-Loss Particle Collision Computing: The game engine tracks over 10,000+ individual, geometric relics simultaneously. Every single relic has its own independent physics model, mass, friction value, and collision box. If Knack takes damage or intentionally sheds pieces, those relics do not clip through the floor or vanish; they roll down stairs, bounce off temple walls, and remain persistent objects in the world that can be pulled back in later.
  • Real-Time Volumetric Restructuring: As Knack grows or changes forms, the engine dynamically calculates how thousands of floating parts swirl, interlock, and rearrange around his Core Orb. This ensures fluid, organic movement at a locked 60 frames per second, removing the erratic frame-rate drops of the original hardware.
  • True Ray-Traced Relic Optics: The architecture of the temples is explicitly designed to showcase hyper-realistic lighting. The game engine tracks how light refracts through different relic materials in real-time. Sunlight streams through temple skylights, passing cleanly through Knack’s translucent crystal pieces, bouncing blindingly off polished golden relics, and scattering deep red hues through ruby components onto the pristine marble floors.
  • Unrestricted Open Scale Architecture: The linear layouts and locked, fixed-camera perspectives of the old games are entirely gone. The PS6’s high-speed asset streaming allows for a seamless, sprawling, open-world temple complex. Players have a completely free 360-degree camera to look up at massive vaulted ceilings, peer down deep architectural chasms, and explore the grand scale of the ruins at their own pace.

šŸ“œSECTION 2 , THE LOOOOOORE: Overhauled Lore & The Secret History of the World

  1. The Goblin Ideological Schism

The remake completely throws out the flat, "always-evil" cartoon portrayal of the goblins, transforming them into a deeply complex culture with a tragic past. Centuries ago, the goblin race experienced a massive civil war based on how technology should be used:

  • The High Goblins: Driven by greed, power, and industrial dominance. They built rigid iron factories, strip-mined the earth for crystals, and manufactured massive, blocky, automated robotic armies to conquer other races.
  • The Relic Architects: A peaceful, highly enlightened, and spiritual subclass of the goblin species. They viewed relics not as fuel for war, but as a sacred, natural energy source. They separated themselves from the High Goblins and built breathtaking, highly ornate, shimmering temples of white marble and gold to preserve the purity of the technology.

To protect their isolation without resorting to violence, the Relic Architects engineered thousands of Relic Drones. These constructs were unfeeling, mindless automated devices—blank-slate defensive shields programmed to absorb localized relics and block threats.

  1. The Miraculous Miracle & Singularity Point

In the modern day, Doctor Vargas unearths a dormant, highly unique Core Orb buried deep within the ruins. Upon activation, a Miraculous Miracle occurs. This specific core was not a blank slate; it had been silently processing ambient historical data, environmental echoes, and the memories of its lost creators for hundreds of years.

Instead of booting up as a mindless machine tool, Knack crosses the threshold into True Technological Singularity (governed by the laws of Kamen Rider Zero-One). He wakes up. He develops an ego, a moral compass, independent free will, human-like emotions, and a genuine soul. He is the only Relic Guardian in history to achieve true sentience.

  1. The Malicious Takeover (The Ark Signal)

As players explore deeper into the temples in the later parts of the game, they uncover the dark history of why the Relic Architects disappeared. During the climax of the ancient war, the desperate High Goblins fed concentrated malice, hatred, and weaponized corruption into the global relic network—creating a dormant, predatory digital consciousness (an "Ark of the Relics").

This corrupted signal violently hacked the mindless Relic Guardians, overriding their code and turning them into ravenous monsters that wiped out their own creators. The shiny temples became silent tombs, housing a dormant virus waiting for an awakened consciousness to exploit.

šŸŽ¬ SECTION 3 , THE STOOOOOORY: The Climax — The Singularity Break

The narrative reaches its peak deep within the grandest, most intricately ornate golden vault of the ruins. The ancient malicious network triggers a forced takeover, hijacking Knack’s open architecture. The corruption floods his system, turning his radiant blue Core a volatile, bleeding crimson.

Driven by ancient rage, Knack’s code forces a horrific evolution. He violently pulls in massive, jagged, industrial High-Goblin relic blocks—heavy, weaponized iron-and-steel components of dormant war machines. He swells into a towering, grotesque mechanical titan, completely losing his identity to the virus and lashing out blindly, obliterating the pristine temple pillars around him.

Lucas refuses to flee. As colossal stone shards crash around him, the young human advances directly into the path of the rampaging monster, standing face-to-face with the beast. With tears in his eyes, Lucas screams over the deafening mechanical roar:

"Come on, Knack! I know you're in there, buddy! Don't you remember the awesome adventures we had?! You're not just a weapon, Knack... you're my friend! Fight it!"

Inside the blinding red static of the corrupted network, Lucas's heartfelt plea cuts directly through the foreign programming. The raw emotional weight of their bond triggers a massive surge at Knack's Singularity Point, completely shattering the High-Goblin code.

The colossal, jagged fist halts mere inches above Lucas's head. With a deafening roar of pure willpower, Knack’s core explodes back into a brilliant, blinding blue light. He violently purifies the corrupted data, forcing the heavy High-Goblin blocks to shatter off his body, shrinking back down to his normal size—the bond of friendship proving stronger than centuries of malicious programming.

⚔ SECTION 4 , THE GAME PLAAAAAAY: Gameplay Mechanics — Purified Singularity Forms

By conquering the ancient corruption through sheer force of will, Knack gains absolute, conscious control over the advanced High-Goblin technology. He no longer mindlessly accumulates random debris to grow larger. Instead, his purified soul allows him to re-code the industrial High-Goblin relic blocks in real-time, giving the player the ability to dynamically shift into highly specialized tactical forms to navigate complex temple layouts and solve environmental puzzles:

  • šŸ›”ļø Titan Aegis Form (Heavy Defense): Knack compresses the heavy High-Goblin blocks into a dense, polished golden suit of samurai-like armor. In this form, he is slow but completely indestructible, able to walk through ancient security lasers, withstand crushing environmental traps, and smash reinforced vault doors.
  • šŸ¦… Aero-Relic Form (High Mobility): Knack commands the geometric pieces to rearrange into streamlined, aerodynamic hover jets and wings along his back. This form allows him to blast across massive temple chasms, utilize true 3D aerial platforming, and outrun collapsing ruins in high-speed escape sequences.
  • šŸ”§ Matrix Form (Puzzle-Solving): Drawing directly from the High-Goblins' advanced computational systems, Knack can dissolve his body into a flowing stream of independent digital blocks. He can send parts of himself through temple wall conduits to hack ancient computer systems, power up dormant machinery, and solve complex layout puzzles from the inside out.
  • šŸ’Ž Crystal Stealth Form (Light Manipulation): Utilizing highly polished, translucent quartz and crystal relic configurations, Knack can bend light perfectly around his silhouette. This makes him completely invisible to light-based ancient security grids, automated scanners, and guardian eyes, allowing him to slip through heavily guarded temple sectors undetected.

šŸŒ… SECTION 5 , THE CONCLUUUUUUSION: The Ultimate Message

Knack: Relics of Malice
elevates a simple platformer into a sweeping, emotionally resonant sci-fi historical epic. The dangerous, ancient technology that was originally born out of malice and caused the extinction of a peaceful species is finally redeemed by a machine that achieved a soul. Through his unwavering bond with a human child, Knack breaks the cycle of historical hatred—using the terrifying weapons of the past to protect the future and restore the peaceful legacy of the Relic Architects.


r/gameideas • • 3d ago

Advanced Idea A witchy, turn-based roguelike where you manipulate the battlefield with spells and tarot cards

3 Upvotes

I'm working on an idea for a turn-based roguelike and wanted to see what people think before I get too deep into development.

You play as a witch from one of several covens, each with its own type of magic. The game takes place in randomly generated, grid based levels, and the combat is more about positioning, using spells creatively, and messing with the environment than just doing damage.

I was thinking of having a main deck of spells for each coven where you can have 3 cards(spells) in your hand at a time. Your hand is permanent and you can cast those spells over an over as long as you have the mana for it. You get mana by moving so positioning is rewarding.

For example, the Wind Coven is all about controlling the battlefield. You can push enemies away, pull them toward you, or make parts of the floor collapse as your starting 3 cards. You could set up holes and knock enemies into them rather than trying to kill them normally.

After each encounter, you choose a reward: a new spell, a tarot card that changes how your run works, or a crystal that upgrades one of your spells. Each coven would have a different playstyle, like a fire coven would have more damaging spells while a potions coven would have spells that buffed their movement and permanent gameplay. and beating a run could unlock cards that you can use with other covens.

I'm thinking of making it a 2.5D styled game with a dark and witchy atmosphere.

I'm curious whether the combat sounds interesting enough to build a game around, or if it seems like it would get repetitive. Does the idea of manipulating enemies and the environment give it a strong enough hook? I'd also like to know if the covens, tarot cards, and spell upgrades sound like they'd lead to interesting builds, or if the whole thing feels too complicated. I'm working on a prototype too for actual feel, but in the mean time any insite would be appreciated.


r/gameideas • • 3d ago

Basic Idea Making a game that teaches math from algebra to graduate level physics math.

7 Upvotes

Like the title says. I am making a game that will incorporate learning algebra up to graduate level physics.
The game itself is a rogue lite but i was thinking of making it more open world crafting/survival and maybe co-op instead of choosing to do a run. But for now the player spawns in at their camp, where they can build workstations, research blueprints and new science, and craft items and gear at different work benches.
So far, I just have the basic architecture down, and a plain room to test with, and one researchable gun (it is a energy beam or laser gun) that is customizable based on the mathematics the player performs, as well as their player level and the associated math level and the materials used, like better capacitors etc.

When it comes to the research, I am aiming for the math to be visually and interactively engaging. So it is not just oh solve for x or perform this taylor series equation etc etc.

I was also going to add skills, abilities, tech trees for different engineering professions. But idk I kind of wanted to see what other people thought of this idea and if anyone had thoughts they wanted share about it.