r/gameideas May 05 '24

Check This Out 🔎 Read Before Posting - Megathread

35 Upvotes

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

First:

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

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

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

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

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

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


r/gameideas May 05 '24

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

45 Upvotes

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

Please limit your comment to a large paragraph or less.

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

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

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r/gameideas 7h ago

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

0 Upvotes

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

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

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

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

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


r/gameideas 5h ago

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

0 Upvotes

Core Gameplay Loop & Mechanics

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

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


r/gameideas 20h ago

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

3 Upvotes

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

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

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

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

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

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

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


r/gameideas 14h ago

Basic Idea Sardines multiplayer game where you are actual sardines

0 Upvotes

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

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

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

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

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

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


r/gameideas 22h ago

Basic Idea Concept: a sports video game where you're not a player, but the team photographer. Would this be fun?

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0 Upvotes

r/gameideas 1d ago

Advanced Idea A game where you bound with mounts that set up in a fantasy mesozoic era inspired setting

1 Upvotes

Hi everyone! I recently started to brew that idea in my head and I really feel like I need to tell someone about it and get a feedback. My brain already started to think of various details, the looks of creatures etc but I'll try to explain the whole concept instead. I separated the text into logical blocks.

Inspiration:

I always wondered of the game where you interact with animals on a deeper level, where they're not just a transport/walking companion, but living creatures with their own minds which you need to guide or find a common ground with. That would have a feeling similar to Rain World with it's complex ecosystem, or The Last Guardian (the game I was never able to try, but what I heard of it really intrigued me).

Setting:

This is the part I like to think of now :D It could be a fully separate longpost but I'll try to mention only the most important thing briefly. It will be an alternative fantasy universe in which Earth evolution went slightly different. The environment will be inspired by mesozoic megafauna era. To keep animals used in game attractive enough and justified by the setting, their appearance will be based on modern or extinct well-known animals, but with quirks and evolutional adaptations to the game ecosystem (and for additional game fun probably). For example, the classes of tameable and rideable animals I think of are equine-likes (primitive horses inspired), canine-likes(more robust and bigger variation of the wolf), feline-likes(inspired by Smilodon but with sturdier build), bovine-likes(Aurochs inspired), caprine-likes(a bigger and robuster version of a mountain goat, something like Tarak). Each animal class have it's own advantages and flaws, behavior patterns and quirks, care routines and natural habitats.

Core game idea:

The most of the play time player will interact with the animal: ride it around, take care of it, use it for exploration, gathering, hunting or other activities, train it, solve conflicts. Animal breeding is also a possibility. But the twist is in the fact that animals will have more complex AI - they'll react to the environment, have mood swings and their own needs and issues which should be taken into account. For example, animal can be spooked or distracted with a potential prey, they may have conflict with another creature. They can be lazy in nature and slow down on their own, or on the other hand be very active and uncontrollable. In the bad mood they'll perform worse so to fix that player should recognize this and find a way to cheer an animal up. So even under control or with human on bareback they won't be controlled as a bicycle or motorcycle, there will be various prompts to guide the animal.

On the other hand, on a higher levels of bond animals will do better, be more reactive and even learn various useful tricks and commands. For example, a high-level bond animal would navigate more difficult terrain, track a prey on its own, or automatically find path home, or player will use animal's smell to find gatherables or detect danger.

The mood and animal reactions will be displayed with animations: ears position, expression of the eyes, position of the tail, maybe additional more prominent visual and sound effects. If player reacts to them accordingly, the animal will develop more trust towards player, and so increase it's stats, become more controllable or be able to learn new tricks.

Narrative and player goal:

It's the part I still think of cause the main thing for me is to catch the feeling of a living creature. And not just in a narrative way, but gameplay-wise too. So I think that bonding with creatures should be required to overcome some game narrative problem.

For example, the village lost a lot of people and all it's bred and tamed animals due to catastrophic event so we need to save it and build up again from scratch or almost scratch, and it's impossible without animals people rely on.

Or our player and their little tribe should take a long journey through the whole continent, including very difficult terrains for some sacred purpose, and it's impossible and too dangerous without animal companions.

Or another idea (which I admit AI suggested so I wonder where it got that one lol): Our player was expelled from a village for committing a crime(either truly commiting it or being falsely accused for it) so they were left in the wild to be eaten or starved. So player will need to find a way to survive on it's own, and taming animals will be the main help in that.

---

Does this sounds intriguing for you? Why? What are the potential flaws you see in this concept?


r/gameideas 1d ago

Basic Idea Mandate - Concept for an ideology board game, need help with direction

2 Upvotes

Came up with a game title (Mandate) and concept but am unsure of direction. Any advice would be greatly appreciated. Negotiation is one of my favorite mechanics.

Egalitarianism - Envy

Communism - Defund the rich to create classless utopia.

Socialism - Nationalize industry to aid the poor.

Progressivism - Subvert the straight white man to uplift everyone else.

Liberalism - Fairness

Libertarianism - Maximize individual liberty by minimizing the state.

Conservatism - Liberalism from the past.

Social Democracy - Establish a democratic welfare state.

Nationalism - Disgust

Ethno Supremacism - Subjugate and exploit foreigners.

Ethno Nationalism - Establish a mono ethnic or racial state.

Civic Nationalism - Establish a state with unified political principles.

Reaction - Fear

Neo-Reaction - Create a modern regime with pre modern traditions.

Primitivism - Take society to a pre modern existence.

Theocracy - Subordinate the regime to religious law.

The 12 distinct ideologies and their 4 umbrellas. All other ideologies are below or the same as one of the 12. Modernity is the societal evolution begun by the old world establishing sustained contact with the new.

The game takes place in an anglosohere polity. Each player wants to dominate that polity. There are 4 players, each choosing an umbrella belief system. The player tries to maximize their motivating emotion to give energy to their side. The game has a beginning, middle and end. Players choose one of their three ideologies to represent each phase. Players need the help of others to succeed. Alliances are informal but must change throughout the game.

Maybe a deck builder, but you have to purchase cards from others in a negotiation style similar to Zoo Vadis?

I like the concept but I’m having a hard time imagining the fun. Any help you can give would be great.


r/gameideas 1d ago

Basic Idea Question and Suggestions for a Sci-fi Survival Horror Extraction Shooter

0 Upvotes

So I've been working around some ideas and one came to mind. Since I'm a huge sci-fi horror fan, there hasn't been much in that released in that field that i know of, besides games like Dead Space, Alien (franchise), GTFO, upcoming games like Beautiful Light and Rules of Engagement: The grey zone.

One idea in particular, as an Alien (franchise) fan myself, Ive looked at games such as Alien Swarm, Deep Rock Galactic, some indie fames like Mines of Titan, etc. And though to myself "what if there was a Sci-fi horror survival Extraction shooter with freaky biologically accurate aliens",with element of the eerie environment and aesthetics of Half-life, Dead Space, and environment like GTFO with random events and limited resources"

That and maybe if possible with randomly generated environments and realistic to the point where even your laser sight agitates the organism. And too it off you wont know if theres a swarm near by if you alert one or two.

Im debating the idea of the story should take place on of Saturn's moon Titan in an underground colony/base and caves.

To give some context the story will take place in the far futur (Maybe the early 22d century) where a long established colony and reaserch base wen dark a few months ago and has not reported back, especially due to cosmic interference. A team (of several teams) is sent ro investigate the comms blackout and find the place in chaos, after futher investigation they find these alien organism that were awaken deep within the planet who were laying dormany for who knows how long and were awaken after a mining incident.

Thats the base idea for it ill still work on it, but also debating if it should take place on Titan or on a different planet.

Part of the game will include some accurate scientific stuff for fun, but id also want to know what would people want out of a game like this and what is to be expected?

What would you guys like to see out of a game like this? Or is it too trendy or bland? If so lmk some things that can help me bring this idea to life and interest for the indie community?


r/gameideas 1d ago

Advanced Idea Novo Projeto/ Blur: O lado Obscuro das Corridas, oque vocĂȘs acham desse Projeto

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0 Upvotes

r/gameideas 1d ago

Basic Idea Validating game idea with Prototype, Cars+Vampire survivor + towing

0 Upvotes

Hi all,

I am an indie dev who just quit job to build games full time, I had this game idea where which is combination of Car and vampire survivor but a twist of towing cars, Before even working on the game i thought of taking feedback from friends and they liked the concept so I build a small protoype that i wanted to validate with larger audience, hence sharing it here.

Would be great if I feedback around the game, Sharing the link here. Its early prorotype so few things would not be as expected pelase excuse me for this.

About the game: you are a car and drive around towing abandoned cars while you are towing enemies attack you, you need to defend your selfand the car you are towing and sell the car.

Game link: https://ultimatetejas.itch.io/scrap-run
Goggle form link for feedback : https://docs.google.com/forms/d/1Z_goIoBH232BXXEF13ZQxcpj6cyzxrWxiNiN2I_ieSQ/edit


r/gameideas 1d ago

Basic Idea What do you think about a PvP game where every player creates their own character by describing it in text?

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0 Upvotes

r/gameideas 1d ago

Advanced Idea Se uma produtora ver minha ideia de milhÔes, por favor faça...

0 Upvotes

📄 DOCUMENTO DE DESIGN DE JOGO (GDD)

Título do Projeto: Driver San Francisco: Operação Papai Noel
GĂȘnero: Simulador de Perseguição Policial e Ação Automotiva
Foco Principal: Realismo, ConsequĂȘncias Reais, InteligĂȘncia Artificial de Ponta e Cooperativo Local.

1. Contexto e HistĂłria Realista (Fim do "Superpoder em Coma")

O jogo elimina o clichĂȘ de que tudo Ă© um delĂ­rio na cabeça de um personagem em coma. A narrativa Ă© um drama policial maduro e realista. John Tanner Ă© retratado inicialmente como um "policial meia-boca" que desenvolve uma obsessĂŁo profissional por capturar o chefĂŁo do crime, Charles Jericho. O vilĂŁo realiza uma ação criminosa imperdoĂĄvel logo no primeiro minuto de jogo, dando ao jogador um motivo real de justiça e engajamento para iniciar a caçada na chamada "Operação Papai Noel".

2. InteligĂȘncia Artificial (IA) Avançada e Consciente

O tråfego civil deixa de ser um obståculo burro que se joga na frente da polícia. O código é reprogramado para que os NPCs tenham percepção de contexto:

  • Ao detectarem o som da sirene ou a aproximação de uma viatura em alta velocidade, os carros civis calculam a rota de fuga instantaneamente, manobrando para o acostamento e parando para abrir caminho.
  • Comportamento ImprevisĂ­vel "Estilo Brasil": Alguns motoristas civis podem entrar em pĂąnico ao ver a viatura, fazendo barbeiragens orgĂąnicas ou fechando a pista por puro nervosismo (pane no sistema).

3. Mundo Aberto Dinùmico e Restrição do "Shift"

O jogador explora a cidade a pé ou dirigindo de forma clåssica. Para respeitar a conduta da lei, Tanner só pode entrar em carros que estejam estacionados na rua (entrar em carros com NPCs em movimento seria roubo e quebraria a lógica do personagem).
A mecĂąnica de trocar de corpo ("Shift") no modo histĂłria Ă© restrita apenas para veĂ­culos de emergĂȘncia e serviço via rĂĄdio da central. Ao receber chamados opcionais no rĂĄdio, o jogador pode assumir instantaneamente o controle do veĂ­culo de serviço mais prĂłximo:

  • PolĂ­cia: PerseguiçÔes e apoio tĂĄtico.
  • Bombeiro: Correr contra o tempo para apagar incĂȘndios urbanos.
  • AmbulĂąncia: Socorrer vĂ­timas de acidentes graves nas avenidas.
  • Guincho e TĂĄxi: MissĂ”es dinĂąmicas de suporte na cidade.

4. Controles Dedicados de Abordagem e Cerco

A viatura tem comandos tĂĄticos mapeados diretamente no teclado/controle para simular uma patrulha real:

  • BotĂŁo [O] (Ordem de Parada): Ativa o megafone da viatura. Tanner grita comandos como "Encosta o veĂ­culo agora! É a polĂ­cia!". A IA do motorista da frente processa o comando e decide se vai encostar no acostamento ou tentar fugir.
  • BotĂŁo [P] (Reforços): Aciona o rĂĄdio da central da PolĂ­cia. O mapa gera barreiras policiais inteligentes Ă  frente do alvo, utilizando viaturas atravessadas na pista, caminhĂ”es bloqueando avenidas e tapetes de pregos para furar os pneus do fugitivo.

5. Sistema de Danos Reais e Hospitalização

Bater o carro agressivamente gera consequĂȘncias fĂ­sicas graves. O jogo possui uma barra de vida (life) rĂ­gida para os veĂ­culos e para o motorista que se aplica a todos (jogador, NPCs, polĂ­cia e bandidos).
Se o carro for destruído ou o motorista sofrer um impacto brutal de frente, ele não troca de carro magicamente: o personagem é hospitalizado. O jogo corta para uma cena de abertura realista dentro do hospital (estilo a transição de morte do GTA V), gerando perda de progresso, tempo ou dinheiro, punindo a direção imprudente.

6. Oficinas Profundas (+3.000 Peças de Tunagem)

Acaba o sistema de "passar por cima de uma luz flutuante" para consertar o carro. O conserto e a evolução do veículo exigem ir fisicamente a uma oficina. O jogo introduz um sistema de customização mecùnica com mais de 3.000 peças substituíveis (pistÔes, suspensão, para-choques de ferro reforçados, blindagem de impacto, rodas, pneus e entre outras). Cada peça alterada altera diretamente o peso, a tração e a física do veículo nas perseguiçÔes.

7. Correção da Física de Deslize (Drift Controlado)

O jogo mantĂ©m a essĂȘncia estĂ©tica dos carros americanos clĂĄssicos que deslizam a traseira nas curvas, porĂ©m corrige o problema de resposta. As rodas dianteiras mantĂ©m a tração e a resposta direta aos comandos do jogador, permitindo que o motorista faça curvas rĂĄpidas e controle o drift perfeitamente, eliminando a sensação de "carro pesado estilo barco".

8. GrĂĄficos AcessĂ­veis para PC Fraco

O visual do jogo mantĂ©m a base grĂĄfica leve do tĂ­tulo original com otimizaçÔes modernas de resolução. O objetivo estratĂ©gico Ă© fazer o jogo rodar com alta taxa de quadros (60 FPS cravados) mesmo em computadores antigos ou modestos. Isso expande o pĂșblico-alvo (efeito GTA San Andreas) e redireciona todo o poder de processamento da mĂĄquina para a fĂ­sica complexa de destruição e para a InteligĂȘncia Artificial das ruas.

9. Dublagem Global e Localização Completa

O jogo conta com dublagem profissional em mĂșltiplos idiomas (InglĂȘs, Espanhol, FrancĂȘs, JaponĂȘs, etc.). A localização em PortuguĂȘs do Brasil (PT-BR) conta com gĂ­rias locais e comandos de voz policiais realistas aplicados tanto nas abordagens de rua quanto nas transmissĂ”es da central de rĂĄdio de emergĂȘncia.

10. Modo Cooperativo Independente em Tela Dividida (Split-Screen)

O modo campanha pode ser jogado por duas pessoas dividindo o mesmo sofĂĄ. O sistema funciona no formato PolĂ­cia e LadrĂŁo:

  • Um jogador pode escolher ser o policial e o outro o bandido ou os dois juntos, jogando a histĂłria de forma independente ou se enfrentando diretamente nas missĂ”es de perseguição.
  • O sistema de life e hospital Ă© o mesmo para ambos. Se o jogador bandido vacilar nas curvas ou abusar da velocidade, o policial pode usar a IA e os reforços (BotĂŁo P) para destruir o carro do amigo e fazĂȘ-lo "se lascar" direto na tela do hospital.

11. O ClĂ­max e o Gancho Final (Cliffhanger)

No final da campanha, o tiroteio tradicional contra o Jericho acontece apenas em formato de cutscene cinematogråfica. A jogabilidade foca no que o jogo faz de melhor: uma perseguição automotiva final desesperada em alta velocidade. Tanner (na viatura) caça Jericho por toda a cidade.
Quando o jogador estĂĄ prestes a capturar o vilĂŁo, Jericho realiza uma manobra suja e entra na contramĂŁo. Tanner vai atrĂĄs, mas o vilĂŁo desvia no Ășltimo segundo, fazendo a viatura do protagonista colidir violentamente de frente contra um caminhĂŁo em uma cena cinematogrĂĄfica impactante. A tela mostra o Tanner ferido no chĂŁo, os mĂ©dicos prestando socorro, e o personagem caminhando em direção a uma luz branca. Antes de revelar o destino do herĂłi, a tela corta para o preto e exibe o tĂ­tulo da sequĂȘncia: Driver San Francisco: Operação Jericho. O final aberto serve para deixar a comunidade ansiosa e teorizando sobre a continuação.

e se alguém pegar a ideia, o próximo "Operação Jericho"


r/gameideas 1d ago

Basic Idea Free Social Game Idea: Teaching people to watch their step and save insects

0 Upvotes

Hi everyone!

I have a concept for a completely free, non-profit social mobile game (iOS/Android), and I would love to hear your thoughts or see if any indie developers get inspired by it.

The Problem:
Every day, millions of tiny creatures (ants, beetles, caterpillars) are crushed on city sidewalks simply because people look at their phones and don't watch their step.

The Concept:
A casual, fast-paced arcade game that trains your brain to look down.

* The Core Gameplay: You see a top-down view of a sidewalk. Feet are walking forward automatically, and various bugs appear in the path.
* The Mechanic: The player must quickly swipe the insects out of the way, tap to make them jump, or step over them to save their lives.
* The Vibe: It could start cute and relaxing, but get chaotic as the sidewalk gets busier. Saved bugs could go to a virtual "sanctuary" where you can learn real facts about them.

Since I am not a developer myself, I just wanted to share this idea with the community. If any indie dev or student team is looking for a meaningful mini-project for a Game Jam or portfolio — please, feel free to use this concept and bring it to life!

What do you think? Would you play something like this?


r/gameideas 1d ago

Basic Idea Ball bust High (a Ball Busters dating sim) (
 let me cook)

0 Upvotes

So you know daitomodachi right? Well known 3d animator/porn maker(daki loves her girls) and soon to be game dev behind the new ball busters game.

Yeah I can’t wait to try it either(if my laptop can run it that is)

Anyway, I figured that as a special fan treat for daki, that a dating sim based off his new game should be made. But how will it go? Well I’ll tell ya.
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STORY
You just became a new transfer student at ball bust high, a high school that balls attend to prepare for the day when they’ll be busted.

Out of all the balls you meet there’s 4 so far.

(Default ball) Balla: she’s your typical ball that often acts clumsy, but aside from that she’s pretty normal, mayhaps you could bring some spice to her life.

(B20 ball) Dee: she’s the d20 ball that runs the schools fantasy club, she tells tales with her bogs and balls game that often end in tragedy, but hopefully you can be the one to make her fantasy a reality

(Grandmaster) Dean: she’s the head mistress of ball bust high, she always looks for top students to help in whatever equation she’s having trouble teaching, but maybe you might help with her equations in some way

And finally

(Crispy ball) Sandra: she runs the cooking club, and while she makes terrible cakes, she does make some pretty good fried chicken, perhaps you’re the key ingredient she needs in her life.
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THE GOAL
These balls look so swooningly sexy, but alas, you must only choose one as your main squeeze.

You do this by engaging in conversations with them, giving them gifts, going on dates, or by playing a breakout mini game.

You have a week to win the hearts of one of the balls, and if you win, then you’ll have the honor of giving them their oh so orgasmic graduation bust as you whack the ball far away from ball bust high never to be seen again. But they’ll give you their number beforehand so you and them can keep in touch.
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SHOP
Obviously you need some way to get the gifts, but how?

Well as luck would have it, all you have to do is study in class with one of the teachers(who are the actual characters in the game), and eventually you’ll get compensated in ball bucks, and there’s a shop in school(run by dai) that takes ball bucks which coincidentally has gifts for each ball, what are the chances?
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MINIGAME
the minigame that wins the heart of balls is a good ol fashioned breakout game, you just have to break the bricks with the ball you’re dating and how you score depends on how much the affection meter will go up
—————————————
BUDGET
Sooo naturally since this is gonna be a fan game of dai’s new game, i don’t exactly have the money for it(in fact I’m flat broke), but I figured if it’s made before ball busters’ official release, then we can surprise him with it.

The game won’t have any voice acting, however there is a sound effect that the balls will make when whacked and iiiits
. A moan. (It’s the same moan tho so don’t worry)

Everything else though, I would have to find pro’s that are okay with working for free on a fan project.
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TLDR

This is a dating sim game in the world of ball busters, you must win the love and affection of one of the balls to win the game, of course there will be no budget, but that doesn’t mean it won’t be professionaly made (hopefully) I just hope to make and release it before the official release of ball busters as a surprise for daitomodachi.


r/gameideas 1d ago

Basic Idea What if the NPC had their own game? "what if" became a Steam game.

0 Upvotes

Instead of driving the truck, you're the person deciding whether it gets through. The game is built around running an Indian toll plaza—checking vehicles, collecting tolls, keeping traffic moving, and dealing with unexpected situations. Curious what simulator fans think.

Indian highways have a vibe that's hard to explain unless you've traveled on them. I wanted to capture that atmosphere in a simulator instead of another racing game. It's inspired by familiar roads, trucks, toll booths, and highway life. Hope it feels nostalgic.

You don't drive the vehicles—you run the toll plaza. It's an unusual simulator where you're responsible for processing traffic, inspecting suspicious vehicles, and keeping everything moving. Curious if this is a concept you'd actually play.

  • What's the most unexpected simulator you've enjoyed?
  • Which boring job deserves its own simulator?
  • What's the strangest simulator concept that actually works?
  • Which everyday place deserves a game?
  • What's a job you'd never expect to enjoy in a game?

r/gameideas 1d ago

Abstract After filling a hole note book with ideas Here is my fully formatted, highly detailed blueprint and idea for a immersive transformers game 😁

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1 Upvotes

r/gameideas 1d ago

Basic Idea I’m planning on making an indie metriodvania, but I fear it being too similar to the games I take inspiration from. I already have some of the characters, lore, and gameplay down.

1 Upvotes

I haven’t decided on a name for the game yet, but you play as Yitsy, an alien creature that wakes up inside an abandoned research facility. You don’t have a clear goal at the start, and the only thing you know is that something unknown is guiding you and telling you where to go. As you explore, you’ll slowly discover what happened, why you’re doing what you’re doing, and other pretty cool stuff

The gameplay is focused around simple but responsive movement. You can move left and right, jump, dash, and slide around the environment. Combat includes attacking, blocking, and parrying (perfect blocks), with HP slowly regenerating over time instead of relying only on healing items. I want the game to feel smooth and rewarding, where learning enemy patterns and mastering movement is important.

I won’t explain too much yet because almost everything is still subject to change. I haven’t really started development, so many ideas are still being experimented with and improved.

The main inspirations are Hakita (ULTRAKILL), Toby Fox (Deltarune), Team Cherry (Hollow Knight and Silksong), and Red Candle Games (Nine Sols). I’m trying to take inspiration from the things I enjoy about these games while still making something that feels like its own thing.

Could some of you review this concept and give me criticism? I’d also like to know if you think it’s too similar to any of the games I mentioned, or if there are areas where I should focus on making it more unique.


r/gameideas 1d ago

Advanced Idea HUNGER GAMES: SURVIVAL A SURVIVAL HORROR GAME STARRING PRIM

0 Upvotes

Okay I know a Hunger Games Video Game has probably been done multiple times before. But my idea is for a Hunger Games game is that it obviously should not a game about the hunger games so I think it best fits to be a Hunger Games Survival Horror Game Here’s my Pitch

In this game The Protagonist Is Prim Everdeen. This takes place between Mockingjay part 1 and 2 Now this is the Starting Story

STORY-

Prim goes to District 12 to support her mother and friends and to wait for Katniss Then some bombs go off Prim survives and goes to help recovering citizens

Astrid Everdeen (Prim and Katniss's mother) sees a few people go into a Underground Bunker a New Area in District 12 Prim overcome with empathy and her desire to help goes into the bunker

Now this bunker was worn down and highly unstable and the Capitol was said to experiment on Mutts and humanoid beings there but thats just a rumor.


or is it? (Vsauce Music)

Now Prim is in the bunker with her medical bag and a small knife of her own and
 theres a Destructive unstable humanoid mutt inhabiting the Bunker of Course
Prim not knowing goes deeper into the bunker looking for the two citizens and sees that those two citizens that ran in...are already DEAD and she finds their mauled bodies

Prim scared and horrified rums to exit only to find the mutt and screams escaping to a nearby room and manages to fall asleep holding herself crying

Now this is where the game starts outside back at the house Astrid is worried sick and informs Katniss at 13 Katniss is obviously scared for Prim's life and worried sick so she forces her way to D12 in a rush

Katniss will arrive in 5 DAYS to free Prim

When Prim manages to realize that she is stuck in the bunker for 5 DAYS ALONE. To fend and fight for survival and figure out how to escape with a unstable mutt roaming

Now it’s scary and adds more Tension because usually people like Katniss or other tributes can escape or take on a mutt but NOT Prim because she has no strength like others Prim isn’t a fighter she’s a HEALER

This is a Resident evil-Like game (and this is a 1st Person Game too) Prim can’t fight the mutt and the mutt chases and hunts her down and it kills her if it catches her

Prim has Medical supplies and some small Food to help her and of course theres other Food, Items and other things scattered around the large bunker. Prim also finds a lighter to help traverse around

Now other characters like Peeta, Haymitch, Gale, Etc are UNAVAILABLE So in the game its only these 3-

Astrid, Katniss and Prim

There are 3 ENDINGS to this Game

Okay So what do y’all think of it? I always thought Hunger Games should be a survival game so I thought of this Y’know? Would Love to see how this could actually work in a game

What else should I add? And is this a good game deisign??


r/gameideas 1d ago

Advanced Idea Would you play a realistic extraction shooter with dinosaurs?

0 Upvotes

I've been thinking about a game concept that I haven't really seen before, and I'd love to hear what people think.

The game would be a first-person multiplayer extraction shooter mixed with survival horror.

Around 35 players spawn randomly across a massive jungle island. Nobody starts together. Everyone begins with only a pistol, a knife, and a flashlight. Better weapons have to be found or taken from other players.

The island is extremely dense with vegetation, mud, rain, rivers, caves, abandoned military facilities, and almost constant darkness. One of the biggest focuses of the game would be realistic lighting and sound. The atmosphere should make players nervous even when nothing is happening.

The dinosaurs are not the main enemy. They're part of the ecosystem.

Instead of constantly attacking players, they have their own AI. They hunt, sleep, patrol territory, fight each other, eat corpses, drink water, and react to sounds like gunfire or explosions. Sometimes they'll ignore players completely, and sometimes they'll become the biggest threat on the map.

One of the moments I imagine is this:

You're fighting another player from a distance. Suddenly you notice a huge silhouette slowly appearing behind him through the trees. Before either of you can react, a Spinosaurus comes out of the darkness and drags him away. Now you're not thinking about winning the gunfight anymore. You're just trying to survive.

Players can choose to cooperate, betray each other, or survive alone. Temporary alliances would naturally form because everyone is trying to escape the island.

The objective isn't to get the most kills. The objective is to survive, complete your mission, and successfully extract before the match ends. Only a few players would be able to escape each match.

The biggest goal of the game is to create memorable stories instead of scripted moments. Every match should feel different because of player decisions and the unpredictable dinosaur AI.

Would you play something like this? What mechanics would you add, remove, or improve?


r/gameideas 1d ago

Abstract universe embedded in a 3‐torus, comprised of physical objects ïč  monodirectional gravity (akin to a planet; c.f. outerspace travel), without procedural generation but with predictable finite iteratings

0 Upvotes

The game transpires primarily on a webful planet-like realm conforming to local geometry that is euclidean or non-, but global topology that is non-. Among the Planet are chutes and climbable walls and ladders: the former drops you down, as does climbing the latter downward but more slowly, to the opposite side of the planet in a different iterative version; the latter upward yields the inverse effect. In total there might be six or so distinct iterations, each yielding a noticeably different but topographically-equivalent version of the compact planet (all together encompassing the Planet, the game universe), with unique visual cues (such as color of sky or rocks and ambient music) to indicate to the player which version presently are in (readily, and perhaps less-readily in some areas). Crucially, the planet doesn't take place in a totally closed-chamber setting like a cavern (although cave systems might also be prominent, with stalagmites and stalactites climbable); relatively open skies and varied flora shall occupy much of the Planet's topography.

The iterations (distinct planetary versions of the Planet) don't need necessarily to cycle in fixed predetermined order, but there should be predictability in the sequencing: maybe the ‘south‑north’most locale route might (to the extent a chute or ladder may bisect whole planet parallel with gravity and thus entire seven versions) go [A‐B‐C‐D‐E‐F‐G‐A‐..], whereas the ‘east‑west’most [A‐C‐E‐G‐B‐D‐F‐A‐..] or perhaps even starting short-exact cycle relativizedly with B (implying possibility to move to/from some or all of the different versions via lateral travel instead of requiring vertical, though presumably some verticality of travel must occur under euclidean geometry as restricting movement to orthogonality of gravity results in nil a⩙de ‧scent) thus [..B‐D‐F‐A‐C‐E‐G‐B‐..].

The differences between the various versions of the planet may manifest in different ways. Some of these could relate to the story-arc, as profoundly as temporal multiversing placement (if fixedly spatially), to more minor and subtle ways and also bizarre alterations to physics weightings.


r/gameideas 1d ago

Basic Idea Absolutely no clue if this exists or not but: wild west star wars

0 Upvotes

this literally came to me in a dream haha, well mostly, so I build on what I experienced in it

Basic Idea, Star wars/space themed wild west

-each planet will be different of wild west style games, shows, movies etc since the wild west afaik wasn't really *that* lawless of a place

-different styles of combat, single/dual wielding blades, single blade and ''gun'', lightwhip similar to something like zero suit samus uses in smash bros, energy gauntlets (only usable by the jedi/sith equivalent since they are force equivilant powered)

-mass-made energy components for the standerd market which is either transparent, blue or red, transparent is natural and color changes based on the soul/morality of the force equivalent user

White is pure, black is corrupted, Grey is in-between

Blue and red are synthetic

blue is stable but balanced in output and good for self defense while red is unstable and higher output but CAN explode under pressure, used as explosives as well,

-jedi equivalent are lawkeepers (sheriffs and higher etc), dark jedi are jedi who are either outlaws or corrupt jedi (yet to be apprehended or discovered) and sith equivalents are a humanoid alien invasion race who have come to the westrian galaxy in search of a new home due to their overuse of unstable energy components destroying their own galaxy (the koribianic galaxy)

-you step into the dark jedi, the outlaw Enra Smith, who does odd jobs every now and then, whose merry band of mercenaries gets ambushed by sith and only he and 2 others survive, but Enra managed to take down a sith and claims their saber for himself, so he adopts a dual wielding saber style, which the player can change on the fly similar to the variety in fallen order/survivor, but through his connection to the force being unusually high he can pretty much use any force weapon but at the same time being a master of none, so the player will be weaker against actually tough opponents and using the same weapon as them

-main story set to about, 40+ hours with co-op style missions being also available and potential story expanasions, online space battles with 5 vs 5 players capture the flagship style with 20 NPC bots also roaming (10 on each side)

-romance options? maybe

outfit mesh, pick and choose what to wear from a wide aray of tradional spacewear, wild west wear and mixes between them

and then i woke up

probably just a bunch of mumbo-jumbo lol

I'd love to see it made into a game tho


r/gameideas 2d ago

Basic Idea Random game idea: Friend Quest, the game where you can make friends.

1 Upvotes

I randomly had this little idea pop into my head where you play as a little friendship thing (or whatever character you imagine it to be as) and you can be able to become friends with some unique NPCs, Mini bosses, and villains. after you become friends with them, you can be able to take them on your adventures. Befriending NPCs would be easy like having a nice heartfelt conversation, mini bosses would require you to give them something that they lost, and bosses/villains require both. Hell you can even start a relationship with one of the characters if you wanted to. I’m not sure how the story would play out as this was only a little idea, but I would like to hear others thoughts about this. also, I would like to say that I’m not an experienced programmer or story writer, I only know how to draw art, but it’s not really that good. I just hope that other people would like this idea as much as I do. i’m also thinking that I could (maybe) make it on this RPG maker I forgot the name of if I even have enough time on my hands.


r/gameideas 1d ago

Advanced Idea What if we designed an hardcore tactical strategy game where permadeath is absolute, the developers are the villains, and they try to sabotage you with "poisoned gifts"? (Concept GDD)

0 Upvotes

Hi everyone. I've been cooking up a concept for an extreme tactical strategy game (strictly for PC/Consoles) designed to break away from the safety wheels of modern gacha and mobile titles. I wanted to share the core pillars to see what you think:

  1. Absolute Permadeath & Blood Trade: Units die permanently. If you want to revive a key soldier, you don't use cash; you permanently sacrifice other active units from your base (they return at Level 1). Zero rigged RNG: if you lose, it's 100% on you (Souls-like difficulty).
  2. The Tower & Endgame: After clearing the outer worlds, you discover everything was just a threshold. You unlock the "Tower" (Mortal Kombat style) which escalates in difficulty until reaching the "Real World" mode, where you face 8 Demon Lords and the mastermind.
  3. Breaking the Fourth Wall (The Creators' Show): The story gradually reveals that your suffering and troop deaths aren't a heroic crusade, but a sadistic reality show broadcasted for the entertainment of the antagonists/developers.
  4. The Poisoned Gift (Trojan Horse): Midway through, the system gifts you an ultra-rare, overpowered unit "for free." If you pay attention to the lore, you'll spot clues that it's an infiltrator. If you accept it, it betrays you during the final boss fight and kills a key unit. If you reject it using logic, you unlock secret paths.
  5. The Memorial: Fallen units leave tombstones with their last words, making it brutal for content creators and streamers who grow attached to their soldiers.

Would you play a game designed to actively hate you, but remaining 100% fair? Let me hear your thoughts!