r/gameideas

Sandbox game like people playground but with destruction mechanics

i really like idea of people playground and i have 250h in it but the only thing i don’t like about it is that existing parts are indestructible. Like if you burn wood it just turns black, i want it to really burn and disappear. Or when there is explosion metal stays completely fine, it’s just dirty, and concrete walls disappear. i thought of making things made of “atoms” which are really just pixels and you can slice them into million parts. And for electronics etc. there will be safe zone, and unsafe zone, you can destroy pixels in safe zone and it will still work but if you destroy at least one in unsafe zone it will stop working. And in people playground if you have machine you can only break it by destroying bindings, i thought of making bindings and parts destroyable, like if you have metal binding and wooden part the wood will snap before the binding. also there will be 3 physical layers so 2 people can go past each other. Or there can be wall and working door. I know it’s not original but i want to make it as destroyable as possible. what do you think

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u/Blazej_kb — 11 days ago

Feedback wanted: hidden-object mobile game where the "collectibles" are real endangered animals

I've been developing a concept for a mobile game and wanted to share it here for feedback before committing to a build.

The core idea: players explore a series of illustrated map scenes — forest, savanna, ocean, and so on — and search for animals hidden within each scene, similar to classic hidden-object games. Each animal belongs to one of four rarity tiers, and the tier isn't arbitrary — it's tied to each animal's actual real-world conservation status.

Common animals (rabbits, pigeons, squirrels) are easy to spot and placed in obvious locations. Uncommon animals are partially obscured. Rare animals are small and camouflaged within the scene. The rarest, Legendary tier, is reserved for animals that are genuinely near-extinct in the wild today, with populations in the low hundreds, and they're deliberately tiny and hidden within detail-heavy parts of the map.

Every animal a player finds gets added to a persistent "Habitat Book," a collection screen with a short bio card containing real facts and real population numbers, not fictional lore. The goal is for rarity in the game to carry actual emotional and educational weight, not just be a progression gimmick.

On the competitive side, there's a weekly leaderboard based on a rarity-point score, common animals worth 10 points up through legendary animals worth 200, resetting every week so it never goes stale. Ties are broken by whoever reached the score first, so there's never a shared rank even if multiple players complete the full collection.

For monetization, I'm deliberately avoiding loot-box mechanics, no random purchases for rare animals. Instead the plan is energy and search-radius boosts, a seasonal cosmetic pass, and collection-book customization, so progression stays skill and time based rather than pay-to-win.

I'd love feedback on a few specific things. Does tying rarity to real conservation data add meaningful appeal, or would most players just treat it as flavor text they skip past? Is the find-hidden-animals core loop differentiated enough from existing hidden-object games, or does it need a bigger hook like AR or GPS-based exploration to stand out? And what's historically killed retention for you in games with a similar collect-and-rank structure?

Appreciate any honest critique, including "this exists already" if that's the case.

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u/Malik2924 — 10 days ago