r/gameideas 7h ago

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

0 Upvotes

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

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

Things I keep going back and forth on:

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

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

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


r/gameideas 7h ago

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

3 Upvotes

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

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

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

Some synergies between the two kinds of content:

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

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

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


r/gameideas 17h ago

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

0 Upvotes

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

You can also choose whichever Miraculous you want:

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

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

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

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

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

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

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


r/gameideas 18h ago

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

0 Upvotes

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

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

Gameplay / Summary

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

Mechanics

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

Story:

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

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


r/gameideas 1d ago

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

2 Upvotes

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

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

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

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

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

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

- Day 1: NPCs become uneasy and raise prices.

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

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

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

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

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

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

At first there is only one creature.

It sits in a tree.

Watching.

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

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

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

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


r/gameideas 1d ago

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

0 Upvotes

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

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

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

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

The game idea:

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

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

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

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


r/gameideas 1d 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 1d 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 1d 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 1d ago

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

4 Upvotes

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

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

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

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

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

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

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


r/gameideas 2d ago

Basic Idea 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 2d 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 2d ago

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

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0 Upvotes

r/gameideas 2d ago

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

0 Upvotes

📄 DOCUMENTO DE DESIGN DE JOGO (GDD)

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

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

O jogo elimina o clichê de que tudo é um delírio na cabeça de um personagem em coma. A narrativa é um drama policial maduro e realista. John Tanner é retratado inicialmente como um "policial meia-boca" que desenvolve uma obsessão profissional por capturar o chefão do crime, Charles Jericho. O vilão realiza uma ação criminosa imperdoável 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. Inteligência Artificial (IA) Avançada e Consciente

O tráfego civil deixa de ser um obstáculo 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 Imprevisível "Estilo Brasil": Alguns motoristas civis podem entrar em pânico ao ver a viatura, fazendo barbeiragens orgânicas ou fechando a pista por puro nervosismo (pane no sistema).

3. Mundo Aberto Dinâmico e Restrição do "Shift"

O jogador explora a cidade a pé ou dirigindo de forma clássica. 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 mecânica de trocar de corpo ("Shift") no modo história é restrita apenas para veículos de emergência e serviço via rádio da central. Ao receber chamados opcionais no rádio, o jogador pode assumir instantaneamente o controle do veículo de serviço mais próximo:

  • Polícia: Perseguições e apoio tático.
  • Bombeiro: Correr contra o tempo para apagar incêndios urbanos.
  • Ambulância: Socorrer vítimas de acidentes graves nas avenidas.
  • Guincho e Táxi: Missões dinâmicas de suporte na cidade.

4. Controles Dedicados de Abordagem e Cerco

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

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

5. Sistema de Danos Reais e Hospitalização

Bater o carro agressivamente gera consequências físicas graves. O jogo possui uma barra de vida (life) rígida para os veículos e para o motorista que se aplica a todos (jogador, NPCs, polícia 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 mecânica com mais de 3.000 peças substituíveis (pistões, 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 perseguições.

7. Correção da Física de Deslize (Drift Controlado)

O jogo mantém a essência estética dos carros americanos clássicos que deslizam a traseira nas curvas, porém corrige o problema de resposta. As rodas dianteiras mantém a tração e a resposta direta aos comandos do jogador, permitindo que o motorista faça curvas rápidas e controle o drift perfeitamente, eliminando a sensação de "carro pesado estilo barco".

8. Gráficos Acessíveis para PC Fraco

O visual do jogo mantém a base gráfica leve do título original com otimizações modernas de resolução. O objetivo estratégico é fazer o jogo rodar com alta taxa de quadros (60 FPS cravados) mesmo em computadores antigos ou modestos. Isso expande o público-alvo (efeito GTA San Andreas) e redireciona todo o poder de processamento da máquina para a física complexa de destruição e para a Inteligência Artificial das ruas.

9. Dublagem Global e Localização Completa

O jogo conta com dublagem profissional em múltiplos idiomas (Inglês, Espanhol, Francês, Japonês, etc.). A localização em Português do Brasil (PT-BR) conta com gírias locais e comandos de voz policiais realistas aplicados tanto nas abordagens de rua quanto nas transmissões da central de rádio de emergência.

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

O modo campanha pode ser jogado por duas pessoas dividindo o mesmo sofá. O sistema funciona no formato Polícia e Ladrão:

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

11. O Clímax e o Gancho Final (Cliffhanger)

No final da campanha, o tiroteio tradicional contra o Jericho acontece apenas em formato de cutscene cinematográfica. 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 está prestes a capturar o vilão, Jericho realiza uma manobra suja e entra na contramão. Tanner vai atrás, mas o vilão desvia no último segundo, fazendo a viatura do protagonista colidir violentamente de frente contra um caminhão em uma cena cinematográfica impactante. A tela mostra o Tanner ferido no chão, os médicos prestando socorro, e o personagem caminhando em direção a uma luz branca. Antes de revelar o destino do herói, a tela corta para o preto e exibe o título da sequência: 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 2d 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 2d 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 2d 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 2d 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 2d 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 2d 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 2d 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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0 Upvotes

r/gameideas 2d 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 2d ago

Abstract universe embedded in a 3‐torus, comprised of physical objects ﹠ 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 2d 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??