u/Dan_jesusfollower

Roguelike Where Animal Weaknesses Define Your Playstyle

I’m planning a roguelike set in a world dominated by autonomous machines. Humans are gone, and animals are kept in labs, zoos, and captivity facilities as objects of study.

You start as a chimpanzee who escapes. The goal is to fight through robots, get out of these facilities, and reach the wild again.

The core mechanic is that each animal has natural strengths and weaknesses, which define its playstyle:

- Gorillas are powerful in melee but can’t use guns properly.

- Snakes don’t have arms, so they rely on body adaptations that can stack and become very powerful.

- Humans (if i add them) can use all the weapons/guns, as well as modify them, but they're extremely fragile

These are just some examples but there's gonna be a lot more. As you progress, you rescue and unlock other animals with completely different playstyles.

I’m unsure about some design choices:

- Should the player pick one animal per run, or switch animals during the run?

- How can I make the “animal weaknesses” system deeper and more interesting?

- What mechanics would make each run feel unique without needing huge amounts of content?

I’d love feedback, suggestions, and fresh ideas to make this concept stronger.

reddit.com
u/Dan_jesusfollower — 10 days ago

I have a game idea that I think could have real potential if executed properly, but I’m not sure yet if it would actually be fun to play.

The core concept is simple: you spawn in the middle of a large room, and you have five minutes before the final boss appears. You obviously can’t beat it at the start. During those five minutes, you run around the room killing creatures that drop loot and money.

Around the room, there are shops where you can buy permanent upgrades and make your weapons permanent as well. You can also choose to increase the enemy spawn rate or make enemies stronger in exchange for better loot.

There would likely be some kind of expansion or “biome” system where you unlock new areas with different shops, features, additional bosses (besides the final one), badges, and a build system that lets you specialize your character if you want.

There would also be a system that allows you to avoid dying to the final boss every time it spawns (maybe hiding, or something you can buy — I haven’t figured that part out yet). If you die to the boss, you lose your money and the weapon you collected during that run, except for the permanent ones. However, if you manage to avoid the boss, it simply leaves, and a new five-minute timer starts. Over time, you become strong enough to finally defeat it.

As a roguelike, the game would feature a wide variety of weapons, references to other games, and plenty of replayability.

I’d love to hear thoughts on whether this sounds fun in practice or if it feels like it’s missing something important.

reddit.com
u/Dan_jesusfollower — 23 days ago