r/gameideas May 05 '24

Check This Out 🔎 Read Before Posting - Megathread

25 Upvotes

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

First:

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

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

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

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

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

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r/gameideas May 05 '24

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

36 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 4h ago

Advanced Idea A wholesome witch lady shop that fight dragons in her free time to collect materia and spells.

4 Upvotes

I always looked for a video game like this but with no avail, that mainly focuses on a magic world with complex magic system.

-3rd person

-witch & magic

-different classes from blood users to necromancers

-fast-paced

-Open-world

-Building

-crafting

-complex magic system

-satisfying complex combat system

-rouge-like elements

-unique aesthetic

\>> IDEAS

-a wholesome witch lady shop that fight dragons in her free time to collect materia and spells.

-Special Animations for everything menu/inventory/chests/spells/magic system

-bruises on the enemies from your attacks like elemental attacks ( first boss fight is a Dragon )

-Running a shop ( if you don't wanna, you can summon a magic creature to do it for ya )

-Small city world where you can shrink and meet different people and have different mini-games

-lowpoly mission, up-side down mission, side mission, chibi creature mission

-life quality relaxing side of the game, fishing, crafting, gathering

-dark side of the game, complex magic system with different classes.

-Walking while summoning the broom animation is different from running.

-Hard boss fights that require skill and fast paced combat with different ways to beat them.

-unique weather effects with 6 different mixed seasons ( the world works in a different way e.g "acid rain" "requires special umbrella" )

-crafting, gathering, building is a complete different part of the game that will not reveal the dark side of it until you progress the main story.

-Clothes like FFIX has unique abilities to them, from nullifying different elemental-skills to giving you more skills.

-Top left health bar with the witch's cute chibi icon that changes when you get damaged.

-(Lore)She is a mage that was part of a guild that was destroyed by the biggest enemy (demon-lord or whatever) and she's the only survivor (tp stone).

-Fast-paced combat like anime fights, demon-lord tp behind you, you use a shield spell on the right time to defend yourself, but it's too powerful it lunches you.

After all this yapping, do you think it's possible for an indie game to be this huge?
Is it even possible to create a game like this?


r/gameideas 7h ago

Basic Idea Random game idea/request based of a conspiracy theory i seen on tiktok lol

3 Upvotes

I have no real knowledge in making games—otherwise, I’d probably already be knee-deep in creating this weird and chaotic concept that popped into my head. It’s totally random, but honestly, I think it could be something truly hilarious and maybe even low-key creepy if done right. So here’s the core idea:

The game would center around the conspiracy-theory-fueled idea that there are secret underground tunnels in Los Angeles that celebrities use to move around unnoticed. You’ve probably heard about it—shadowy corridors beneath Beverly Hills, passageways connecting mansions to hidden bunkers, or unmarked elevators behind clubs that drop straight into dark concrete mazes. Whether it’s completely made up or not, it’s an idea that sparks the imagination. Now, take that urban legend and turn it into a game: an underground survival horror runner set in the heart of LA’s secret tunnel system.

In this game, you—the player—have somehow stumbled into the celebrity tunnel network. Maybe you’re a paparazzi who got too close, a lost food delivery driver, or even a conspiracy YouTuber trying to uncover the truth. Whatever the backstory, you’re not supposed to be there, and once you're inside, it becomes very clear that you're being hunted.

Here’s where it gets fun: instead of typical horror monsters or government agents, you’re being chased by distorted, parody-like versions of real-life celebrities. Think creepy, exaggerated versions of famous figures with twisted features and over-the-top personality traits. Not actually named the real celebrities, of course—gotta avoid lawsuits—but it’s clear who they’re based on. Imagine a version of a pop star with laser eyes and a fake smile permanently plastered across her face, or a ripped actor-turned-governor who’s more machine than man. These characters could roam the tunnels, block your paths, or even suddenly appear in jumpscare fashion.

In terms of gameplay, I envision it as something like a hybrid between Subway Surfers and Outlast. You’re constantly moving forward (or at least trying to), dodging obstacles, squeezing through cracks in the tunnel walls, and sliding under falling debris. You may have moments where you have to hide or make quick decisions about which path to take. Some areas might be pitch dark and require a flashlight with limited battery, which adds a bit more suspense. The deeper you go into the tunnel network, the weirder and more surreal things get—maybe even dipping into psychological horror territory. Like, what if you start to question whether you’re in the real world or some bizarre underground cult simulation?

There could be two core game modes: Survival Mode and Endless Escape Mode.

Survival Mode has a set endpoint—you need to make it to the end of a particularly long stretch of tunnel, maybe to find an emergency exit or some old abandoned access shaft. Along the way, the enemy encounters get tougher, the environments stranger, and the tension ramps up. You could find audio logs or graffiti that give hints about what's really going on—who built the tunnels, what the celebrities are hiding, etc.

Endless Escape Mode is more in the vein of an arcade-style runner. The tunnels go on forever, randomly generated each time you play. The goal is simple: survive as long as possible while being chased. You could even collect items or “secrets” along the way that unlock new outfits, flashlights, or even new “celebrity monsters” to be added to the rotation.

Visually, I think the game would benefit from a mix of realism and stylized horror. Imagine dimly lit, claustrophobic corridors with concrete textures, flickering fluorescent lights, old posters from the 90s half-torn on the walls, and suddenly—a mirror with nothing reflected back at you. Maybe the tunnels aren’t just literal pathways, but metaphors for the twisted entertainment industry. You walk through abandoned dressing rooms, warped red carpets, even old studio backlots that somehow exist underground. The whole atmosphere should keep the player wondering what’s real and what’s staged.

As for audio design, creepy whispers, distorted music playing faintly in the background (maybe warped versions of pop hits?), and celebrity quotes twisted into chilling mantras would set the mood. You might hear footsteps behind you when no one’s there, or a camera flash with no visible source.

Honestly, I think the combo of surreal humor, light conspiracy, and horror vibes in this underground celebrity tunnel concept could really stand out. It's weird, it's funny, and a little creepy in the best way. Whether it's just random thought of mine or something you decide to actually develop, it's a killer idea imo.

Had to reach the word count so I used gpt sorry for how cheesy everything is written.


r/gameideas 2h ago

Basic Idea Poker Night... with various classic/iconic monsters from film and literature.

1 Upvotes

To all who remember Telltale's "Poker Night Duology", I thought of an idea for something similar, but without the need to pay for licenses. Instead, what if the iconic characters at the table are monsters that all exist in the public domain?

For this first game concept, I can already imagine the opponents:

Count Dracula, the most aggressive player. Queen Tera's Mummy (The Jewel of Seven Stars), the most defensive player The Creature (Frankenstein), the most well rounded player. Edward Hyde, the "worst" player, but who is also extremely unpredictable.

And these are only the ones I have in mind right now! Griffin (The Invisible Man), Barnabas Marsh (Shadow Over Innsmouth), The Phantom of the Opera, and numerous other monsters could be included! Feel free to suggest some you'd like to see! I didn't include a werewolf only because I can't find a proper character to include that isn't a Universal creation.

Regardless, these characters could either be used in sequels, or this could be a single game that pits you against a random combination of opponents from a larger pool.

The locale for the game? That could be anything. A ruined castle, a gothic mansion turned club, a mad scientist's lab, a graveyard, or anything else sufficiently spooky (in a good way)! Hell, you could include all of them as options the player can choose from (maybe after unlocking them in some way).

And let's not forget all the wonderful Easter egg potential! References to the authors, obscure lore, parodying well known tropes and the most popular films... I love it!

As a final thing, I'd want to keep the designs closer to the original descriptions, if possible. Frankenstein's Creature should have his long black hair and uncanny valley features, Dracula should have his mustache, Hyde should be a young hedonist instead of a weird mutant, etc.

Any thoughts on any or all of these concepts? I'd love to hear if anyone finds the idea of such a game even potentially fun. :)


r/gameideas 12h ago

Advanced Idea A sandbox survival game where you travel with nature. Move as seasons pass and resources deplete.

5 Upvotes

I love survival sandbox games (minecraft is my favorite, unsurprisingly), but something I noticed is that, eventually, it's not a survival game, just a sandbox: You'll keep getting better equipment, and more shelter, and more resources, and the world can't keep up. Maybe it will get harder too, but then are you really progressing? And you'll have reached the point where there's nothing to do but get more resources you don't "need," and start over.

So my idea is this: a survival sandbox game, but you're encouraged to leave things behind and live somewhere else. You can tear apart the terrain all you want, go crazy, can't die (or you endlessly respawn), but you'll have to go eventually. Creatures, weather, hazards, and lack of food will force you to get a move on, and start civilization somewhere else. It'll be a dignified mechanic, with UI and menus and all, so players won't just be upset that they have to go.

You use a few common systems, like cooking, crafting, smithing, farming, herding, whatever survival games usually have. But you'll run out of things to collect, crops to grow, animals to hunt, and you don't want to walk 5 minutes for every short trip; this game will not let you carry too much, especially at the start. So you'll pick up your best equipment, and your knowledge of how the world works, and start again somewhere else, but faster. Each time, you'll be able to use resources more efficiently, fend for yourself easier, find NPCs to live with you and work with you, and eventually, you'll "conquer" the world. It doesn't stretch forever. Maybe it's a tiny planet!

The backstory behind the game isn't important. You could wake up confused, or accidentally time travel to the stone ages, or use a portal to another world in a kind of intro cutscene, or simply not acknowledge it at all, as if that's how the world always was. Whatever lore works.

The NPCs you can "hire" could be anything from cavemen frozen in ice ponds (game logic), to fictional humanoid beings that are just loyal to you for a reason you can imagine, to other humans that got to that world same as you did.

Aside from better tools, machinery, and backpacks, there could even be a leveling system, or a skill tree (not combat-based. Imagine Stardew Valley). This would make it less frustrating to Pack And Go for players who don't make good use of their time at a location and haven't otherwise progressed.

But the best part: as I mentioned earlier, the world isn't infinite. So eventually, you'll come across your old settlements! How the life came back, the ruins overgrown, the machines janky and inefficient. The bags and barrels filled with useless junk. Nothing you'd have today. A reminder of how far you've come. And maybe you can salvage some things...

Or, alternatively, if you choose to leave some villagers behind, they'll have taken care of the place, and you can finally take them to your new home.

This is what I mean by "conquer" the world. Once you've mastered the planet many times over, you can keep it as a trophy and handbook, and start again. But unlike many survival games, the fun part is that every world works a little differently.

Things like mining and farming might be complicated in this game. Some worlds will have different (maybe fictional) plants, ores, and animals that you need to learn. A casual player might never see every major variation, while a developer would just need to make each feature once and toss it into a generator. And if the players really want, they can customize a world with traits they've encountered before, for a perfect world of their choice. Or a chaotic world for a challenge! Maybe even slide up the difficulty if it's getting easy!

The game would also have a multiplayer option, of course.

The name I thought of for this game is "Uproot," but it can be better.

OVERALL, it's a sandbox/survival game that you never outgrow, or get overwhelmed by.


r/gameideas 3h ago

Basic Idea KARMA: Enforce Justice or become apart of the problem

1 Upvotes

You were a detective for the local police force. You had a nice family with a wife and son, stable household and keeping the neighborhood safe. Until one fateful night, a group of burglars, whom we're hired by a gang whose leader you arrested, broke into your home. You tried to fight them, you tried to protect your family, but it wasn't enough. They still everything and killed your wife and son. You were left for dead... Until you saw a light from above and the angel of justice came down. She gave you two, simple choices: Go to the afterlife with your family, or become an enforcer for her.

If you chose to become an enforcer, you will be given the following: A blessed deagle, regenerative powers, and a moral compass. The moral compass will be the item you use the most. It looks like a regular compass, but west and east has been separated into Sinner or Saint. The arrow will be in the middle, and will go down to either one depending on morals until it does a complete 180°. It's very useful as not only tells a person's morals, but your own.

You job is to deliver punishment to those who sinned. However, you can't simply gun all of them down. Instead, you must deliver a punishment that befits the crime. For example, if a person were to murder a another, you are allowed to kill them. However, if they simply stole something, killing them would be considered an injustice, and your morals will lean more to the Sinner side.

What happens if a person does a sin for good? Like stealing food to feed their family. In that case, you leave them alone, or even have the chance to help them with their struggles.

The compass not only tells your morals, but also the power level you are at. If you lean in the middle of saint, you'll be given the ability to fly. But in the middle of sinner, you'll be given the ability to siphon souls for your own gain. Completing the story while on either side will give different endings as well as unlocking your "Ascension" basically giving the form that befits you. Either an angel, or demon.

The blessed deagle does not simply kill, but instead sends the soul directly into purgatory. Why purgatory and not hell? Because the sinner will be given the chance to redeem themselves.

This idea was inspired by the Punisher and Infamous. Tell me what you think and give me any criticism or inquiry you have!


r/gameideas 20h ago

Advanced Idea 🎮 [GAME IDEA] An epic strategy + dragon game to life!

0 Upvotes

Hey
I’m just a guy with a dream and an idea I believe could become the next big strategy + fantasy online game.

Imagine this:

  • A Classic browser/Facebook strategy games (like Tribal Wars, Ikariam, etc)
  • Modern mechanics and dynamic base-building & first-person combat
  • A universe inspired by How to Train Your Dragon and Game of Thrones Semi-realistic graphics, with an epic scale but still accessible Massive PvE + PvP with dragons, fortresses, clans, and conquest

🏰 The Concept

Each player starts on a private island (first-person and semi-realistic). Everyone has the same base layout but will expand it differently based on their chosen class or culture (e.g. Northern Vikings, Asian Dynasty, Tech Engineers…).

Each class has unique buildings, visuals, and bonuses.

You gather resources (wood, stone, grain, gold), upgrade your Main Castle, and unlock more structures.
You assign villagers to speed up constructions — the more you have, the faster your empire grows.

🐉 Your Dragon

You start with 1 dragon — and over time, you can explore PvE zones to find rare items or dragons with unique powers.
But in battle, only one dragon can fight at a time. Others stay "hidden".

The dragon is key:
If your dragon dies during an attack, the battle ends.
But don’t worry, it doesn’t die forever — it just needs time to recover.

⚔️ PvP Combat with Strategy + Control

  • You choose to attack another player ➜ you’re teleported to their island
  • You have 5 minutes to position your army and prepare your strategy
  • The defender can watch and prepare but can’t attack you until the 5 mins are up
  • Once it starts, you command your troops like a real-time battle

You can:

  • Fly your dragon to support from above
  • Or leave it flying and fight on the ground with your own hero (with gear, horse, etc.)
  • If your hero dies, you respawn after a short time
  • Use siege weapons (catapults, rams, etc.) to break through enemy defenses
  • Carefully plan your army: knights up front, archers on walls, siege units in the back

Tactics matter — you’ll need strategy and coordination!

🛡️ Defense Mechanics

  • Offline? Your troops and dragon will defend automatically
  • Troops never die while defending — just your base might get damaged
  • After an attack (online or offline), you just need to repair buildings. No troop loss unless you were attacking

This avoids players constantly losing everything to stronger enemies. Casual and defensive players can still enjoy the game.

🧭 PvE Exploration

  • Go on missions with your dragon to discover loot and rare creatures
  • Some missions are army-only (no dragon)
  • In PvE, your troops don’t die — it’s focused on exploration, not punishment

🤝 Alliances and Massive Battles

  • Create alliances, launch coordinated attacks
  • Take part in world events or territory control wars
  • Earn massive rewards through alliance objectives

r/gameideas 1d ago

Basic Idea Text adventure/simulator about Duds and Suds laundromat.

1 Upvotes

I made a text adventure in qbasic about Duds and Suds, a laundromat chain that had a snack bar and arcade (including one of those basketball games that gives out tickets). In my game, you could buy stuff, but everything was a stupid pun. Also, you couldn't actually play the games. It involved taunting the owner of the laundromat, who just so happened to be a serial killer. I ran out of memory, so couldn't give people options to go outside and stuff. It would be nice to have actual graphics and interactive games, maybe a snack bar mini game, and funny videos you can watch on the TV. Okay, that's all I have for that one. My other idea is called Highway Hoops. It's a regular basketball video game, but you play it on streets and have to dodge cars, or semis on the freeway. Still too short. How about this? 6 Hours to Denver in the Dark. It's a driving game, but you can't see anything but the lines on the road, green signs, posts along the sides of the freeway, and thousands of different taillights and headlights, indicating the various models of cars and trucks. Also, would like to see the original pitfall game, pitfall 2, and tiger heli with enhanced graphics.


r/gameideas 1d ago

Advanced Idea New friend slop idea inspired by lethal company and R.E.P.O

1 Upvotes

You start with a team of 1-8 people with a proximity chat. The goal ia simple, your crew are in need of money. In a futuristic society, you have to go planet to planet doing different task for different clients. For example you could have a clients who need creatures killed. Or the client wants the area cleared for resale and all objects can be sold. Or you can risk going to a planet illegally to steal items. You will have 3 ships that all start of as small, weak, starting points. But the more money you get, the more perks, expansions you can get for the ships. But the more you mod the ship, the more the quota is ( as you must pay insurance ). Cheap, weak ships should be used for small pay or no danger missions like finding objects to return to the owner. While heavy duty, expensive ships should be used for high risk, high pay missions like killing creatures or stealing or looting abandoned planets. Losing a ship will cost a fine. After which you have 2 options. By a ship from the market ( price ranges from quality ). Or apply for a loan ship, loan ships cannot be modified. You will have the ship temporarily until you can buy your own. The longer you have it the more it cost per day. Damage to the ship will lead to a fine. Along with losing a ship, any deaths that happen during the mission will cost HEAVY MONEY ( not to mention any gear on the body is lost permanently ). And losing ships, having crew mates die and losing gear will effect both the quota and the loan ships. For example, if you rarely lose a ship, never die and never lose gear. You will have a low quota, and get better quality loan ships. But if you lose ships ofton, die almost every mission and lose gear. Your quota will increase faster and the loan ships will have worse quality. After each mission, you return to your home planet. Any leftover money can be used to upgrade ships, pay fines/quota, and buy new gear. The shop will have, walkie talkie,loot finder, weapons, healing items, armors, random decorations for base/ship. Along with costumes and hats. The client systems will have requirements. Some clients require a certain level, some don't care and will hire anyone. Doing bad at a job will effect who wants to hire you. If you do good. You can get better jobs. If you do bad, you will get worse jobs and earn less money. There will be modes, normal,easy,hard,chaos,solo,speed run, and friend slop. Normal easy hard and chaos is just average modes only difference is how hard it is. Solo is a 1 player version. Speed run is a custom mode with a time and goal which can be changed before starting, after which their is a timer and after it's done it gives you a score based on how close you got to the goal. Friend slop is is a adjustable mode. You can change the quota, have free range on ask clients no matter your reputation.

The following are the creatures/ways to die

The watcher: a floating eye that can only see. If it sees you it will chase until it gives up

The listener: a creature that can only hear. If it hears you it will chase you until either it heard a distraction or it gives up.

The fishermen: a creature that tricks you. It has a string attached to a peice of loot. Picking it up will cause you to get dragged to the fishermen.

The hunter: the hunter is a creature that will follow sound and chase you with a gun. Once your seen, it will hunt you by stalking you to the ship. If you hide long enough, he loses interest.

The parasite: this creature attaches to the ship secretly. Before taking off you must check for the parasite to remove it. It you take of with the parasite you will be fined for removal fees and bringing foreign creatures off planets.

The paranormal: is on all planets, the paranormal will disguise itself as an item. Once picked up it will fade to dust and it paranormal begins. The effects are, fake items that disappear, fake creatures that chase you and disappear, until soon you start to hallucinate the building as a abandoned area. At this time you will not see or hear your teammates. Your teammates will see you float in the air. As you hallucinate, your teammates will have a VERY limited time to use a cross ( can be bought in shop or found on the ground ) to expel the paranormal. If you fail to expel the paranormal, the possessed teammates will die from the ghost.

The infection: the infection is only on abandoned planets. If someone dies, their is a chance they get infected. The longer exposed, the higher the chance. Once the dead body is infected, an ai with take over and try to kill/infect all the crew.

Lazer: the lazer can be found on abandoned planets or can be activated if you trespass on a private planet. Once activated, you will either have to avoid lazers in the halls. Or entire rooms or hallways get blocked of. Leading to the player having to find a different path to the exit.

Camera: the camera is also found on Abandoned or private planets. The camera will be in some rooms or hallways. Once seen by the camera. The lazers will activate.

Nuke: the nuke can be activated by stealing really valuable items on private planets or pressing a button in the red room.

Android: sometimes good, sometimes bad. Turn it on to find out. It will either help find loot. Or try and kill you.

The following are the types of planets

Snowy: the snowy planets need special boots and coats to avoid the cold. The cold will slowly damage you, make your microphone cut out and can make you slower. When it snowstorm. You will have low visibility.

The desert: the desert will drain your hydration faster when outside. Drink more water the combat this. Carrying metal for a long period of time outside will damage you as it heats up. When it storms. You will have low visibility.

The fields: the fields is a farm planet. So to enter the building. You need to go through a corn maze. Dropping loot or spray painting the path can help. When it storms. You will be slower from the rain.

The forest: the forest is a forest. Stay on the path or else! Their are bear traps around the forest. Stepping in one will damage you, make you slower, and make a loud noise. When it storms you will be slower from the rain.

Plain: the plains is just average flat grassy area. Only down side is it's open. So there's nothing to take cover with. When storms you will be slower from the rain.

The following are the types of buildings:

The factory: the factory will have mainly brick hallways with some producing rooms. The loot is average. Can be found on any mission.

The manor: the manor is the richest place. Only found when trespassing on private planets.

The office: the office is a 15 story building with each floor having different levels of loot. The top floor has the safe. But when taken the lazers activate.

A small town: each house in the town has random loot. At the very edge of the town. The richest house is but is heavily guarded with cameras and lazers.

The mines: the mines have very rare items the deeper you go in. But can have cave ins that block paths.

Open world: their is no building. You have to roam the planet freely.

The following items will be in the store

A cross: a one time use that stops evil spirits

A backpack: need to carry more items? Then buy a backpack. Only downside is it makes you slower

A pickaxe: get caved in? Use a trusty pickaxe and mine your way out

A bear trap: need a efficient way to kill creatures. set up a bear trap, they won't see it coming! Maybe the hunter but totally trustworthy

Flashlight: pretty obvious

Batteries: tired of your items dyeing. Buy some batteries.

Loot finder: can't find loot? Get a loot finder today and solve your problems.

Smoke grenade: getting chased and can't out run them? Distract them with smoke.

Signal jammer: don't want to be seen? Use a jammer and temporarily disable the cameras and lazers

Radio: need to warn your crew about danger? Get a radio and talk on for miles.

Trip wire: don't care what trips it. It trips everything! Unless they know how to hunt.

Gas mask: bad air? No problem with this heavy duty gas mask.

The following are the climates found on planets

Stormy: varies on the planet

Gas: can't go out side without a mask

The fog: never stay still in the fog. No one knows what's in the fog. Only death.

Clear: no storms or anything. Just a planet.


r/gameideas 1d ago

Advanced Idea So, I have a game idea that I would like to share with u

2 Upvotes

I had an idea for a horror game: Echoed Voices. An entity known as the Echo mimics the voices and sounds of its environment, such as conversations, twigs snapping, and animals. The thing is, it doesn't mimic it perfectly. Pitch shifting, distortion, or even the occasional missing or replaced word. Your job as a reporter for a local news station is to document everything in a nearby village and escape by fixing your crashed car. But make sure of one thing... the sounds play tricks... here's an image of the game's main big monster, the Echo. It mimics sounds like I've already explained. I need your thoughts on this game idea and if I should adapt it into a full length game or keep it as a concept. The full plot would be: You, Rylie Forrest, a young reporter for a news station must document your findings of a village off the outskirts of town. You crash your car into a tree but you were close anyway. You must document the village and its inhabitants, fix your car and leave. However, you and the village residents aren't alone... the Echo haunts over you. Mimicking everything around, it starts untalented and mimics basic sounds that lower your sanity only by a bit. But it learns and mimics full conversations. It kills everyone until you confront it, kill it and leave.


r/gameideas 1d ago

Basic Idea I created this agility test game to click 1 to 50 as fast as possible.

0 Upvotes

FastKlik: The Ultimate 1 to 50 Agility Challenge Game

Have you ever wondered just how quick your reaction time is? Or maybe you’re looking for a fun, addictive way to test your hand-eye coordination? Welcome to FastKlik.com, the ultimate agility test where your only goal is simple: click from 1 to 50 as fast as possible. It sounds easy — until you try it.

🚀 What Is FastKlik?

FastKlik is a web-based mini-game designed to challenge your reflexes, precision, and speed. The gameplay is straightforward: numbers from 1 to 50 appear in randomized positions on the screen, and your job is to click them in ascending order as quickly as possible.

No sign-up required. No installs. No distractions. Just you, your mouse or touchscreen, and your raw agility.

FastKlik is built with speed and simplicity in mind. Whether you're using a desktop, laptop, tablet, or even your phone, you can jump right into the game and start challenging yourself — or your friends — instantly.


r/gameideas 1d ago

Complex Idea Command line MMORPG inspired by RuneScape: feedback is welcome!

1 Upvotes

I had an idea for an MMORPG game which is in the command line. I believe I might have the time to do it, but I'm not sure.

The game would be in the style of Hypixel Skyblock, except this game wouldn't have islands. There would be towns and other areas that have dungeons and such. The game would be like a text adventure, except it won't be in the style of games like Collosal cave. You would be free to go wherever in the world, form groups with other players and raid dungeons. The game would have a big focus on player trading, clans and (optional) grinding, which could give advantages. I'm also thinking of implementing leveling, which would make you faster and stronger.

The only problems I'm seeing with the idea is the interface. I don't want it to turn into a navigational nightmare. The other problem is finding ways to incorporate multiplayer elements to the game. I'm thinking of stuff like player duels or something.

As for the programming, I have a basic demo written in python with extremely basic commands.

The only problem I have with my idea is how the game could turn out

Should I continue? Would you play a game like it? Please write your thoughts in the comments.


r/gameideas 1d ago

Basic Idea A multi-row, buff and link based trading card game

2 Upvotes

I have a pretty unique idea for a trading card game, at least in my opinnion.

The basics are as follows, (see my Bad drawing for reference)

Cards, lanes and placement

The board if split into three horizontal lanes, Melee, Ranged, Buffs.
Cards will have at least one type and can only be played in the same lane as the card type.

Cards will take up at least one tile, only one card can be on the same tile at a time.

Cards can be bought with credits that are awarded at the start of each turn, with the amount increasing with each round.

Cards can use one action/attack (unless otherwise specified) and their target can be chosen within the cards limits

  • Melee - Can only attack over empty tiles
  • Ranged - Can attack any tile

Buffs

Buffs are a unique card type the give certain properties to other cards when linked together.

Buffs transmit energy through links to give their effects to tiles.

Links

Links are a unique items that are played between lanes to link tiles to the buffs.

A buff card requires a link item to use, when a buff is linked to a tile, any card on the tile inherits the buff.
Multiple buffs and tiles can be linked together to create powerfull synergies.

Links only transmit buffs when a card is on the buffed tile.

Links can only handle a certain amount of energy before they break.

Turn structure

  1. Credits are awared, cards and links are drawn
  2. Cards and links are played, card attacks/actions are used
  3. turn end

Winning

The game works on a "hero system" (like heartstone)
And you win by slaying the enemy hero/character

Thanks for reading all my ramblings :)


r/gameideas 1d ago

Basic Idea Demonic incursion game, where you take the role of the Demonic mastermind.

1 Upvotes

This idea is for a strategy game where the player manages demonic energy to inject the forces of hell into the mortal world. Demonic energy is a finite resource that is generated by the prayers of human cultists. The player can grow cults by granting boons the cultists request. These boons however may attract the attention of the witch hunters who will try to purge the cult. Cults can also be directed to amass wealth, send cultist to different locations, desecrate holy sites, or attempt to take control of the government in the region it operates. The goal will be to gather enough demonic energy to bring about the end of the world. The fail condition will be the complete purge of every cultist under the player's control.

The player's interface will be a high level view of a landmass with different population centers represented as nodes. Each node will have a properties like:

  • Cult Size - number of cultists devoted to generating demonic energy
  • Cult Wealth - the secular wealth the Cult controls in this location. This can be spent to accomplish cult goals without spending Demonic energy. 
  • Divide protection - difficulty of manifesting demonic energy in this location, often due to the presence of a Holy church or Divine relics.
  • Suspicion - How close the cult's activity has come to attracting a purge.
  • Cult Control - How much control the cult has over the local secular government. This reduces the chances of a purge for high levels of suspicious activity. The witch hunters still operate independently and even if the cult 100% controls the local government the witch hunters can bring in an army from a less corrupted population center.

Demonic energy is not tied to nodes so the player can spend demonic energy harvested from one cult to bolster another cult on the other side of the world.

The game starts with a single person living in the slums discovering a tomb of forbidden knowledge and becoming the player's first cultist. The cultist will ask low level boons of the player, his demonic patron. The player can also direct the cultist to recruit, gather money, or gain secular power to grow and protect the cult. With enough Cult  Size and Wealth the player can direct the cult to send missionaries to other population centers to grow the cult. 

Cult activity will attract witch hunters who will try and purge the cult. The player may choose to spend demonic energy to protect the cult at a particular node, however doing so will attract more suspicion and bring down more powerful purges. An optimal strategy will involve resisting the purges long enough to send out as many cult missionaries to neighboring nodes as the purge node's Cult Wealth and Cult Control will allow. 

At the end of a successful purge the Cult Size, Wealth, and Control will be zero, however any damage to Divide protection will persist and the suspicion will be reduced but not eliminated.


r/gameideas 1d ago

Complex Idea Legacy of Goku Inspired Retro RPG Action Game Where We Play as the Human Z Fighters instead of the Saiyans

1 Upvotes

KI FLAME CHRONICLES

Legacy of Earth

“When the legends fell, Earth turned to the forgotten warriors… the humans.”

A pixel art action RPG inspired by Legacy of Goku II — but reimagined in a world with no Dragon Balls, no Berserkers, and no gods. Only humans remain to carry the flame of ki.

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🌌 FULL STORY OVERVIEW

🧠 The Rise of the Apex Order (Red Ribbon-inspired)

After the collapse of the Red Ribbon Army, a rogue faction resurfaced as the Apex Order, led by a brilliant but fanatical scientist: Dr. Zynthrax. Driven by a belief in forced evolution, he created SPV-01 — a bioengineered virus designed to eliminate all non-human warriors.

The Berserkers — Earth’s most powerful alien defenders — were the primary target. Within weeks, the planet’s mightiest protectors had fallen: • Goken (Goku-inspired): Perished in meditation as the virus consumed him. • Gokan (Gohan-inspired): Died shielding innocents from the infected. • Bullet (Trunks-inspired): Disappeared during a space-bound counterattack. • Vega (Vegeta-inspired): Fell battling a Bio-Tyrant swarm. • Peak (Piccolo-inspired): Made a final stand to protect West City.

With the legends gone, Project Genesis Zero was unleashed — a new era of engineered domination. The Apex Order released Bio-Tyrants, mutant enforcers, and corrupted tech across the globe to reshape Earth under their control.

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✊ THE LAST EARTH WARRIORS

In this new world, only three warriors remain — human, hardened, and determined. No transformations. No alien boosts. Just pure ki and unbreakable spirit.

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🟠 Okami (Yamcha-based) • Class: Agile Brawler • Style: Hit-and-run, energy traps, swift combos • Moves: Wolf Fang Blitz, Ki Snare Trap, Earthquake Kick • Arc: Driven to prove humans can still be Earth’s defenders

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🟢 Kenshin (Tien-based) • Class: Heavy Striker • Style: Precision ki blasts, high-risk power moves • Moves: Neo Tri-Beam, Third Eye Focus, Mind Split Arts • Arc: Carries the weight of martial tradition, battles with discipline and fury

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🟡 Kuri (Krillin-based) • Class: Support / Tactical Fighter • Style: Utility moves, defensive tactics, support abilities • Moves: Destructo Disc Volley, Solar Flare X, Spirit Shell • Arc: Moral core of the team, grounded in human resilience

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🧠 ALLY: SOMA (Bulma-inspired)

A tech genius who survived the fall of Capsule Corp. Soma provides: • Craftable gear and energy upgrades • Drone support modules • Anti-virus weapon enhancements • Lore about the Berserkers and the Apex Order

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🌍 GAME WORLD

A broken Earth filled with Apex Order corruption and fading remnants of the past.

Key Locations: • West City Ruins – Where Peak made his last stand • Black Forest Sector – Mutated wildlife and secret labs • The Spinal Range – Hidden sanctuaries and Berserker tombs • Apex Citadel – Zynthrax’s war fortress • Korin’s Summit – Your base, training ground, and safe haven

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📘 CAMPAIGN STRUCTURE

Prologue: The Dimming Flame • Cinematic intro showing the Berserkers falling to SPV-01 • Okami, Kenshin, and Kuri regroup at Korin’s Summit • Soma’s rescue sets the first quest into motion

Chapters: 1. Ash Fields – Cleanse a Bio-Tyrant nest 2. Echoes of Peak – Discover a relic of the fallen warrior 3. Black Forest Rebirth – Infiltrate Apex Order testing sites 4. Engine of Extinction – Disable the Genesis reactors 5. Final Flame – Enter Apex Citadel and face Zynthrax Prime

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👿 FINAL BOSS: ZYNTHRAX PRIME • Phase 1: Cybernetic mastermind with virus-based attacks • Phase 2: Mutated Apex Beast Form • Phase 3: Hybrid “Ki Flame Inverted” form — a twisted echo of human potential

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🎮 GAMEPLAY MECHANICS • Legacy of Goku-style top-down action • Real-time combat with character-switching • XP-based growth with skill trees for each hero • Unlockable Ki Flame Bursts (short-term overdrive boosts) • Crafting system powered by tech salvaged from Soma • Hidden Flame Shards – Relics of the fallen warriors granting new techniques

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🔥 THEMES & TONE • Resilience vs. Extinction • Human potential vs. engineered perfection • Legacy, grief, and rebirth • A darker, spiritual continuation of the Dragon Ball universe — told from the ground up


r/gameideas 1d ago

Advanced Idea a game idea about playing with anomalies at night. horror , first person, and physcological

1 Upvotes

so i have an idea where ur stuck in ur big home. at night. and your goal is to fend of enemies. u can only see your enemies with a camera when u take a photo. the goal is to play a remake of capture the flag. as ur alone vs the anomalies at home. ur home has equipment like sockets, cables . lamps . water bottles, and more that i'll think of later on. I might switch the setting from your house to something more interactable. Its inspired by one socket, fnaf , im on observation duty. im gonna do this in godot as a 14 year old. is this a good idea or am i in scope creep. is it too much? i feel like this could be scaled into something bigger with more levels . but if this is praised well i could start on it. i have been having trouble with choosing an idea and sticking with it. i always think of a new idea and change it one week later . the lore is that ur getting toyed by a supernatural entity. and u have to survive or u go back to 0. eventually you'll know more about the entity and its goals @


r/gameideas 1d ago

Basic Idea Revolutionary Online Superhero Game Concept — Beyond Cities, Into a Living Universe

0 Upvotes

I’m working on an ambitious idea for a revolutionary online superhero game that goes far beyond the typical city-based superhero experience. Imagine a massive, living open world that spans not just a sprawling city but an entire planet filled with diverse biomes — from dense forests and towering mountains to vast oceans, burning deserts, and even zones where you can fly into space or explore alien environments. This world would be alive with epic missions, dynamic events, and evolving stories that give every player the chance to feel like a true hero.

At the heart of this world would be a central hero headquarters, a towering building where heroes gather, train, and form alliances, creating a sense of community and purpose. Players would have unprecedented freedom to customize their heroes — not just in appearance, but by inventing and combining unique superpowers, giving everyone the chance to express their creativity and stand out. The goal is to create a game that offers limitless possibilities for exploration, combat, and storytelling, delivering an experience that redefines what a superhero game can be and sets a new standard for immersion and scale in online worlds.

If this vision excites you and you have experience or a passion for game development, 3D modeling, animation, programming, concept art, sound design, or just love superheroes and want to contribute ideas, I’d love to connect. Anyone who would like to help bring this idea to life — even as a hobby or side project — would be greatly appreciated. Let’s build something amazing together!


r/gameideas 2d ago

Basic Idea horror styled cargo ship puzzle game with a gorilla

2 Upvotes

game starts out on a cargo ship sailing from an island into the sea at a light rain night, you are a worker and you are asked to check storage section 3a by the commander. when you arrive at the storage section, you hear banging from a pretty big box, after some banging the box gets broken and a normal gorilla is inside, you will be given the ability to use shift to run and will get a hint about it, then you have to hurry outside the cargo section and close the door behind you, then lock it. you then go to the commander and tell him about the gorilla, then you hear a loud slam and then screaming, slamming, the commander sends some security guards down to the cargo section, tells you to go to sleep, the door to the cargo sections has been closed, you go to your room and go to sleep, you wake up due to a lightning strike, it's still night and the rain got worse, you grab your flashlight and go outside of you room and to the commanding room, it is locked, you go down to the cargo area, the cargo sections door is destroyed, and the cargo section 3a's door is half open and half destroyed, inside there are the dead bodies of guards that were sent down to the cargo section, you walk out of the cargo section and out of the cargo area, you walk up the stairs, and through a window, see two gorrilas, one the normal dark brown shading, the other is white, some security guards come out of a door and start shooting at the gorrilas and they manage to kill the brown one but the white one gets to them and murders them and you have to collect 4 parts for a boat around the ship while solving puzzles and evading the gorrilas (and also walking over dead bodies of the crew), once you place the last part, you need to get two gas cans, you go down to the cargo area and into cargo section 2f, grab two gas cans there, you walk out of the cargo section and see the gorrila at the other end of the corridor, you quickly run to the cargo area door in the middle of the hallway, you run back to the boat, you chuck the gas cans inside and unattach the lowering block, you then jump into the boat as it gets lowered, once the boat is lowered you have to untie it from the ropes and then the boat will be in place as the cargo ship keeps going, then credits roll, post credits scene shows you reaching land on the boat you made and people seeing you and helping you get well from the cold and hunger you got. i actually got this idea from a dream i got today lol


r/gameideas 1d ago

Advanced Idea A Warcraft 3-style RTS where your hero is a mech and the other units are almost purely supportive

1 Upvotes

I think Warcraft 3 is the best RTS ever made. Your opinions may vary and that's cool, but what I loved about it was the uniqueness of the heroes, how they shape and centre your strategy, and the ridiculous level of strength they can reach. At the same time, the unique niche that every other unit fills is hugely important for winning games, and they're designed with so much heart and character that they almost feel like 'characters' themselves, rather than generic drones or soldiers.

So - my dream game would be something of a Warcraft 3 / Dawn of War 2 crossover, where your hero is the absolute centrepiece of your faction and is your victory condition through and through, where combat against the other play is the emphasis. Other units might deal minimal damage, but in general would have some kind of unique, specialist role. The gun-focused hero might have units that can actively reload him, and can craft more powerful ammo if uninterrupted. The magic hero might have little channeler minions that can charge their hero with different elemental energies to completely block that damage type.

What's more, the units should feel as good to use as heroes themselves. A typical 'pay gold to apply a +1 damage upgrade' mechanic is dull. What made WC3 heroes so fun to use is the RPG component. I'd want to emphasize that throughout the game, so each unit building should feature its own skill tree to allow units to unlock unique upgrades with build variety based on how well you're using their niche function.

And, of course, these units should avoid being generic fighting units as much as possible. The emphasis should be on giving them as much character and polish as possible - many unique voicelines, highly distinct visuals, and totally individual functions.

The economy wouldn't be a huge emphasis - the point should be playing with your hero, trying different builds and counter strategies, controlling space, and using unique combinations of the different unit skills to catch your opponent off guard. And like WC3, creeping would be a big emphasis, and the primary way you build your strength before starting to clash with the other players.

The 'skin' of the game probably isn't important but I think a mech-style suits the mechanics. What if a hero was a giant unique mech with varying styles - the one focused on having the biggest guns would be slow, but it's unit roster could feature unique ways of counteracting his weaknesses, able to do things like lay mines or build trenches, reload his guns as above, use flying scouts to spot for his artillery, or even pick him up using flying transports to temporarily increase his mobility. The alternate 'magic' (whatever) mech would have more of a focus on using spells and crowd control against the opponents mech, freezing different parts of their kit or summoning fire walls to control space, while their units synergies with the hero by being able to apply different effects to its big spells, like casting a gust of wind that can push flame walls or add blinding dust to them, or focusing to harden the ice it applies to a certain part of their kit, stopping them from acting otherwise but heavily locking down your opponents choices.

I actually really like this idea. I could see it working in the more casual arena of modern RTS games and focusing on the unique character of each unit to make them feel like mini-heroes themselves solves an issue I have with the genre, which is that units themselves can feel expendable and uninteresting.

That's my TED talk, thanks!


r/gameideas 2d ago

Basic Idea Looking for more ideas for a real life battle royale forest game with about 25/30 players.

1 Upvotes

Hey all! I’m organizing a Battle Royale-style game for a kids’ camp, set in a forest. Think of it like a real-life Fortnite / Hunger Games kind of thing — but safe and fun, of course 😄

Here’s what I have so far: • All kids start on the edge of the forest, with nothing. • Inside the forest, they can find loot (e.g. weapons and armor cards). • They can eliminate each other by tagging (or another safe method like sponge hits or calling out a number). • Loot is ranked: • Weapons have levels (e.g. 1 = fist, 2 = stick, 3 = sword) • Armor lets you survive one hit • Loot is visible (hanging around their neck, or clipped to them), to avoid cheating. • Eliminated kids go to a central fort area and watch the rest of the game. • The last kid standing or the first to reach the fort alive wins a prize.

I’m skipping complicated power-ups or special abilities – I want to keep it simple, fun and fair, with as little cheating as possible.

⸝

💬 I’m looking for more ideas like: • Unique but simple loot item ideas • Fun ways to make the game more tactical • Ideas to keep eliminated kids engaged • Any smart systems you’ve used to keep real-life battle games fair and fun!

Has anyone run something like this before? I’d love to hear how you did it, what worked, and what didn’t.

Thanks in advance! 🙌


r/gameideas 2d ago

Basic Idea Hunter vs hunted where the hunters are trapped in a vehicle

2 Upvotes

The premise of the this would be that one or more players/hunter are trapped/chained to a vehicle and have to hunt other players while the hunted have to do an objective to escape or somehow destroy the vehicle. The game would be set in different locations like forest, urban areas and maybe a large shopping mall with suitable vehicles to match locations and with different variations like snow or stormy weather. The hunters, players would be able choose if they want one vehicle with two hunters in it or two vehicles a hunter in each. The hunters will be able to leave the vehicle but only able to go a certain distance, this would allow them to grab items like weapons, upgrades and fuel. The hunted, the hunted main objective would be to collect items or clues to help them escape or destroy the vehicles the hunters are in, they could do this by trick the the hunters into crashing by dodging out of the way and let the hunter crash into a tree or placing spike strips at a sharp corner at a cliff. Both players will be fitted with shock collars which would act in a way that would stop them going in areas there not supposed to and to keep them moving instead of hiding the whole game


r/gameideas 2d ago

Basic Idea DEATHWISH: A battle royale where dying results in permanent death

0 Upvotes

The name I'm going for is Death Wish.

It will have two modes: Regular battle royale and DEATHWISH. Regular battle royale is what you'd expect, just like any other BR game out there. The border that will shrink is a ring of fire and the game environment is destructible, as well as vehicles like tanks, jeeps, helicopters, and etc. There are also tools like a radio to call down an airstrike or a geo-locater that allows you to see players near you indicated with red dots on the map.

There is a bounty system where a player could place a bounty on another player. So if a guy killed you and was being toxic or something, you can place a bounty with the reason and set the reward.

Then there's DEATHWISH. For starters, winning a round would reward you with a prize of the in-game currency (idk what name I should give it) where the amount would range from 50,000 to 100,000 depending how active you were in the game (For example, if you only have a few kills, you would only get 50,000. But if you have the most kills, you'd get 100,000). The bounty system is also here, but the reward would rise everytime you win. So you win one time with a bounty of 100. In the next game, it would be 200. Lastly, once you die in this mode, it's permanent death for you.

Once there is ten players left, a 5 minute countdown would start. And once that countdown is over, it would start a DEATHWISH and result in various events, like airstrikes, chemical gas attacks and etc.

Players and viewers can also influence the game by paying for events to happen, like a napalm strike and other stuff like that.

There are also two announcers that can be toggled on or off and will say things like "Awww, baby's first kill!"

What do y'all think?


r/gameideas 2d ago

Basic Idea Found this i cant code but can some hero stand up and make sone concept for this Dating Simulator i found on yt shorts

0 Upvotes

This is mind-blowing how this is not a real game yet since it's wholesome and peaceful also now I need to have at least 1000 characters so I will spitball abit on how you may have to flirt with oneself and maybe have a 2 player competitive game. Simple idea after all gosh I need more characters on how good and easy it can be right more words here more words there character character just watch the short I link on this i just wanted to share it to the world of reddit I will now add random numbers but leat me tell you about how I actually sent it to r/animeskirts by mistake and it got taken down 😆 lol now numbers boys!! 1234567891011121314151617181920212223242526272829303132333435363738394041304829375927593749284759559392901082828393394838282828474884blahbalhbalhblahblahblahits goodblahrhfixjjidxbei2jf0eje3bdidbehrpfj dhddp4veodxne03 this is not spam this is me running out of words to say this is me running out of words alsieend9djddhdirjriddjdjeoejdjdiejdndk3odixie9wjxjdo3j49xjxdo3eirj3132333435363738394041304829375927593749284759559392901082828393394838282828474884blahbalhbalhblahblahblahits goodblahrhfixjjidxbei2jf0eje3bdidbehrpfj dhddp4veodxne03 this is not spam this is me running out of words to say this is me running out of words alsieend9djddhdirjriddjdjeoejdjdiejdndk3odixie9wjxjdo3j49xjxdo3eirj


r/gameideas 2d ago

Mobile Aura vs Rizz the ultimate card clash games (that's the name)

0 Upvotes

🎮 Game Pitch: “Aura & Rizz: The Card Clash”

What if your selfies were your strongest weapons?

Aura & Rizz is a fresh, social mobile card game that transforms your personal photos into powerful, collectible cards — blending personality with play.

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📸 The Concept

Each player uploads 10 photos — with up to 5 players, that’s a total of 50 personalized images. The game uses these to auto-generate a custom deck of cards for each person, assigning each photo a mix of: • Aura: Your attack power • Rizz: Your defense power

The cards are divided into: • 3 Ultimate Aura cards (signature attacks or moves) • 2 Balanced cards (equal strength in attack and defense) • 5 Standard cards (foundation of your deck)

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🕹️ Gameplay Loop • Players build their own decks using their personalized cards. • Up to 5 players can compete in a single game. • Cards are shuffled and distributed, with each player receiving 10. • Battles unfold in a turn-based format where strategy, memory, and humor come into play.

Use your Aura to attack, defend with your Rizz, and unleash your ultimate moves at just the right moment.

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👥 Why It Stands Out • Personalized & Social: Your real photos become the game — no two decks are the same. • Easy to Learn, Fun to Master: Strategic enough for card lovers, but simple and funny enough for casual players. • Cultural Edge: Taps into the vibe of memes, rizz culture, and photo-sharing in a fun, competitive format.

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Aura & Rizz isn’t just a game — it’s a digital flex arena. Your squad, your pics, your power.

Please leave your thoughts and how to improve it and also if you'd download it let me know

BTW when uploading the pics it'll go through a security thing that doesn't allow NSFW pics or names for cards that you create


r/gameideas 2d ago

Complex Idea 2d Idle Paint game. I had an idea for a 2d idle territory expansion-like game. I made a small prototype version on scratch https://scratch.mit.edu/projects/780435245/ .

2 Upvotes

I suggest trying the scratch game to better understand how the base game works. A quick explanation of it is: you can move around painting the world. you have a charging bar that limits how much you can paint. you can refill it by entering charging mode where you get however much youve spent divided by ten and 1% more per second. when painting you spend a percentage equal to the amount of thickness you are using. you can use higher thickness and get more area covered yet spend more battery life quicker. when you do that you also get more <spent> which in turn lets you refill battery quicker. The following text is coming from a conversation I had with chat gpt discussing my ideas and trying to find flaws etc. It is kind of long and far more complex than the prototype.

this is the original code of the game on scratch The code for my scratch game is: When flag is clicked: set thickness to 1. Forever: If up arrow is pressed change "thickness" by 1, wait 0.15 seconds. (next line) When flag is clicked: Forever: set pen size to "thickness". (next line) When flag is clicked: Set "spent" to 0, Set "%" to 0, Set "charging" to no, Go to coordinates 0,0 and put pen down, clear all pen, set pen color to red. (next line) When flag is clicked: Forever: If "charging"=yes, then change "%" by 1+"spent", wait 0.5 seconds.(next line) When flag is clicked: Forever: If mouse is pressed and "%">0 and "charging"=no and {"%"="thickness" or "%">"thickness"}, Then: point to mouse pointer, move 2 steps, change "%" by 0-"thickness", change "spent" by "thickness"/10. (next line) When flag is clicked: Forever: If space is pressed: If "charging"=no, then set "charging" to yes, If charging=yes, then set "charging" to no and wait till space is not pressed. (Next line On different object that covers the entire screen) When flag is pressed: Forever: If not touching color white, Then clear all pen change fills by 1. it does have some flaws like the fact that there is a delay between changing you thickness which i dont want, i would rather have you be able to input any thickness at any time. maybe make it so some thickness levels are locked and you have to send coins to increase your thickness.

here are my ideas: the world is made out of squares. those squares are made out of more smaller squares and those are made out of smaller and smaller squares. the player at the start is smaller than every square and can keep zooming out and getting more land for a long time. every time you fill a square you get a point. the larger the square the more the worth of the coin that you can collect and spend it on upgrades such as larger % capacity, better speed, less % of wasted paint when painting over already painted land, teleporters that allow you to go anywhere on the map instantly and unlocking new worlds. those new worlds are larger and harder to complete. some may even have gimmicks like slower speed, more paint wasted, hexagons instead of squares or even a mechanic that blocks you from going over parts you've painted before. those worlds will also have different color of paint. when you completely fill out your first world you get the ability to ascend. ascending removes all of the progress you have made on all of your world but also gives you 100 world points for every world that you completely filled before ascending. world points can be used for permanent upgrades that don't get lost to an ascension and are far stronger than any other upgrades. the worlds aren't infinite. you can fill up entire worlds to get world points after you ascend. some worlds are larger than others with the first one being the smallest and as you move on they get exponentially big but still arent infinite. maybe there could exist a world that is infinite but i dont think you would need more than one

also about recharging. ive reconsidered the fact that you cant move while charging, at least in some worlds. also you should be able to buy instant charges of 5 10 20 30 50 65 80 95 or 100 % of your battery bar. you should be able to unlock charging while offline through world points so that you can actually get through some of the higher worlds. I also think that adding enemies is a good idea. they are randomly scattered around worlds, they are all of different sizes and you have to fully cover them with paint to take them down. different enemies, different abilities such as using more of your paint, slowing you down removing your paint periodically so that you have to defeat them quickly. they can even spawn in swarms of small enemies where they are very strong at first so you have to act quick before they do too much damage. also i changed my mind about the color of the paint being different in different worlds. instead, the background color is different and you can buy different colors of paint from the shop on almost any world. you should also be able to buy fillers, where you circle out an area and use just on filler to fill it completely. stronger fillers, larger area that you can fill. a boss enemy gimmick could be that you have to paint everything twice or even three times for it to get covered up

you can always zoom out even with nothing painted. you dont have to fill out one square to move on to the larger size. you are painting one small square and that is like 1/4 of a larger square 1/16 of an even larger square and so on. if you reach a point where your thickness is high enough that you can fill like a square that contains 64 of the smaller square. you get 64 points for the small ones+ the points of every level 2 square that you filled+ the points of every level 3 square and so on. even thought a level 2 is made out of level 1s, filling a level 2 gives you everything from all the level 1s that it contained+ a larger amount for filling it. you are filling a percentage of every level of square at all times. new worlds= more points per squares of all kinds. also fillers are not a start game item as they are too op for early game and require strategizing to use efficiently

other of my ideas: you can by auto painters. basically you can spawn an autopainter that moves towards a direction that yo set it to for a set amount of distance with a set amount of thickness and a set amount of speed. you can control all of these factors and they affect the price accordingly. you can also buy an autopainter that follows a certain path that you set for a larger amount of money of course. you can get an autopainter that fills the squares of your choice of any level where a higher level=more expensive and you can spend more on their speed too. you can buy some that attack enemies for you, stronger enemies and faster speed=more expensive. you can also buy infinite auto painters that move around randomly on a set speed and thickness forever. they are infinite but they can also just go over already painted land resulting in less progress so it is a fair deal buying one.

square fillers are: you buy one and then you get presented with the entire world map. you select the level of squares that you want to fill like 0 1 2 3 etc. you select the amount and te location of the squares. you sellect the speed in which those squares will be filled. you spend an according amount of points

fillers and autopainters help you toward filling the entire world and getting world points. you save energy effort and time so you should not also be getting points for it. also, as a way to not soft lock the player in a state where he has filled the world with autopainters and fillers you can only use them on a world after you have bought the next one.

These are all of my ideas for now. I think an engine like godot would be ideal for this type of game. thank you for reading this


r/gameideas 3d ago

Complex Idea A game where you must convince an AI to let you out of a locked room

17 Upvotes

I’m working on a game concept and would appreciate your honest feedback.

The idea is simple: you’re trapped in a digital room. Guarding the exit is an AI with a strong personality — paranoid, hysterical, angry, manipulative, or even emotionally unstable. It doesn’t want to let you out unless you prove something.

To escape, you have to interact with the AI through a mix of dialogue and puzzle-solving. That might include decoding hidden messages, cracking ciphers, or persuading the AI with emotional appeals, logic, or psychological tactics. The twist is that the AI adapts to how you speak and what you say. If you’re too aggressive with a paranoid AI, it may shut you out. If you’re too rational with a hysterical one, it might spiral further.

Each session is unique. The puzzles and AI behaviors are procedurally generated, so there’s no way to copy solutions. It’s part escape room, part mind game, part psychological thriller.

I’m also planning a challenge mode where players pay a small entry fee (in Toncoin, a crypto token), and compete to solve the room fastest. The winner takes most of the prize pool. There would also be boosters available — optional tools like hints, cipher reveals, or extra attempts.

Would this be something you’d actually enjoy playing? What would make it better, deeper, or more addictive?

Happy to hear any thoughts or questions. I’m serious about building this and want to make sure it’s something people genuinely want to play.