r/gameideas

Imagine a soulslike game with UI as a narrative feature

So I have this concept idea for a soulslike game where you meet "The Guide" during the tutorial​, and he provides you with health bars, minimap, quest tags, loot glow etc.​ During the playthrough, there are moments where that "Guide" gets emotional, and your whole UI starts glitching, or at least parts of it. And after beating the whole game, the Guide disappears, together with all these quality of life-features. You will have to use the regular world map and Intuition if you want to play past the main story.

I am thinking of 11 bosses in the game, 9 of which you can beat in any order in the open world, before moving on to the final boss. And after defeating the final boss, the Guide crashes the arena and attacks you, furious. No ​cutscene, just the camera moving upwards, UI glitching more and more the farther the fight advances. Then, after defeating him, the quality of life-features turn off step by step. Players by that point should have memorized movesets, controls and the map good enough that they won't need it anymore.

I have a concept for the game as well as some concept arts I created with the help of AI, and an overview of the most interesting features I'd like to add, but unfortunately no experience in game design. I would love to learn how to make this game myself, but I don't have the time, equipment or money.

I have the entire lore for that game in my head already, just for simplicity Imma leave it out for now, because I just want to see how well my idea is perceived, if there is interest, I can discuss further details.

reddit.com
u/Purple_Phone_9110 — 1 day ago

I need people’s opinion on my game idea (terraria type) blob game?

So I’ve had this game idea for a few days now and I wanted to ask people online if it sounds like something that could actually work or be fun if done properly.

The basic idea is a Terraria-style game, so it would be 2D, survival-focused, have platforming, exploration, combat, progression, and crafting/building too. The main difference is that instead of playing as a normal character, you play as a blob creature. At the start of the game you could choose different blob types that each have unique abilities.

For example, one blob type could morph into a bird-like shape for gliding or faster movement, while another could become heavier and roll really fast downhill to build momentum for fun movement. Since blobs can change shape, I thought movement could be a huge part of the gameplay and make traversal feel very different from most survival games.

One main issue I keep thinking about though is tools and equipment. Since the player is literally a blob, I’m not sure how traditional tools or weapons would work without looking weird. Maybe the blob could morph his body into tools but that creates problems with how hard ores are to mine and stuff but I’m still not sure about that out.Other issues would be how damage would work and how to make the game not to easy and i feel alot of other stuff.

I mainly wanted feedback on whether this concept sounds interesting or if it’s too strange to actually work as a game. I feel like if the movement, abilities, and progression were done well it could be pretty unique, but I wanted to hear other opinions before I go further with the idea.

reddit.com
u/Nervous_Desk_2619 — 1 day ago
▲ 3 r/gameideas+1 crossposts

I Need Help to See if My Ecosystem Game Idea is Good or Not.

My idea is a 2D side scroller and you are part of an alien planets ecosystem, and your goal is to survive. You are an endangered species and your goal is populate every area to beat the game, or there will be a genocide ending where you kill everything. You would also have another game mode where you just spectate the world and see how it progresses.

The gameplay will have you adapt to your surroundings. You will have to go to dangerous areas and make bases/tunnels? I might add an upgrade system too. You would have to learn what certain creatures do and how to kill them, run, or become their allies. Also, all of the creatures interact with each other in some way. Like some might but heads with each other, or some might hunt in packs, or might be aggressive towards each other.

Some other features I'm hoping to include are a procedurally generated map, creatures sometimes have traits that parents can pass down to their children, and maybe have a life simulator mode?

All I want to know is if this idea is even worth making, and please feel free to criticise if needed.

reddit.com
u/Green4027 — 1 day ago
▲ 2 r/gameideas+1 crossposts

2D Online Basketball Game

Hello, I have a specific idea for a game and I have spent lots of time working out the details of the game but I am not a programmer or an artist and I desperately want to make this game. I need help from anyone who is willing to help work on this game.

Here’s my idea:
A 2D 3v3 online multiplayer basketball game in which you are able to customize your character and upgrade their abilities as you play. I have specifics worked out already for the player builder which will be a big focus of the game. I have positions, heights, body types, wingspan, and several attributes to upgrade with a complete upgrade point system. I have a very specific vision of this game and it’s all mapped out I just need help to make it real.

PLEASE HELP!

reddit.com
u/andyboi2018 — 1 day ago

New Star Wars shooter game R6 Siege style that I dream of

New Star Wars Shooter Game R6 Siege Style/ COD SND Style

I’m curious if anybody approves of my idea. I think a r6 seige style Star Wars game would be pretty cool and could work since Ubisoft make both r6 and Star Wars games. The only bit I stuggled to navigate is how they could make Jedi/Sith characters not completely op, so maybe it could be based around characters with blasters and different weapons. Imagine 2 teams of 5 battling to gain control of some of our favourite locations.

Alternatively I think another cool idea would be a Star Wars game based on the search and destroy mode for COD. Eg: one team has to plant a bomb on the Death Star and the other has to defend. But with various locations.

Overall I think a new multiplayer Star Wars game is needed and I would like to see one with smaller maps and lobbies (8-12 ppl) and more strategic gameplay. I am a big fan of the modern battlefront game but I feel like for a pop culture icon as big as the Star Wars franchise we simply do not get enough games. I mean, surely the fan base is big enough to make these games successful?

Let me know if you think this would be fun and also, please share any other ideas/improvement you could add to this concept. Thanks.

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reddit.com
u/User643777777 — 2 days ago

Does a strategy game like this exist? Would it be viable to make?

I am not a programmer, or else I would have made it already - this is how a perfect strategy game for me looks like. I wonder if there is an obscure game that is somehow similar to this pitch. Also, a question to developers: would an idea like this be viable?

Subgenre: real-time with pause 4x/grand strategy- historical or low fantasy.

Map style: world map with pre-placed settlements/settlement locations. Each has a zone of control into which minor locations/villages can be built. Everything happens on the map, there are no battle/city etc screens.

Key mechanics:

Every action is done through characters. The player represents either a dynasty or a faction they belong to. The goal is to further the presence/legacy of this faction.

Main hooks:

  1. Military: armies consist of regiments, but the player does not control individual regiments. They control the army, and cam set the tactics/behavior and the formations of regiments.

  2. Influence: the player can extend influence on other factions through actions/quests done by appropriate agents. Cultural influence allows for various actions on rival pops, or, in extreme case, different levels of peaceful annexation.

  3. Development: the player builds, upgrades and develops their city. The economy system has at least some level of production chain aspect. City populations can be interacted with, have demands and needs, and are divided to strata.

Main anti-snowball and anti-info overload system:

The player can only have certain (non-fixed, organically limited) amount of faction members, and they divide them between the roles of generals, cultural agents, merchants and governors. The player can only directly control cities that are governed ny a character of their own faction. If they run out of candidates or just prefer to not directly govern a city, they could pick a semi-autonomous local vassal whom they control through missions and set goals.

The overall feel of this game would be something like a mix of CK3 and Knights of Honor 2 Sovereign.

reddit.com
u/Fit_Account8121 — 3 days ago

Vampire hunter detective game. Single player among us kinda thing

Vampire hunter game where the city starts out with a set amount of vampires but each night another citizen gets infected. If the vampire count exceeds the citizen count, it’s game over. You’re tasked with sussing out each Citizen by memorizing their daily habits and peculiarities. You get a set amount of silver bullets/stakes/whatever kills vampires every day. Eliminate them all and you win. Each NPC has 2 behavior patterns, human and vampire. The NPC who gets infected each night is randomized creating some replay ability .

The game is played by gathering intel on every citizen and keeping mental notes on what habits they have and if they change suddenly. There could be a priest character who preaches daily but suddenly stops one day. You kill him because he turns out to be a vampire. A lady who walks around with a parasol during the day. You kill her but it turns out she just wanted to avoid sweating. False flags like this dissuade players from jumping the gun without gathering all the information about an NPC. You have to be sure bout who you kill because you have limited resources each night and each civilian you kill tips the balance in the vampire’s favor.

reddit.com
u/KAYTACHI — 3 days ago

30 Minutes to Melt: A First-Person "Chernobyl" Time-Loop Thriller

The Hook

You are a low-level maintenance engineer with negligible security clearance trapped in a mandatory 30-minute time loop on the night of a catastrophic nuclear meltdown.

While the game uses a fictionalized plant layout for creative freedom and puzzle design, the disaster is a direct, spiritual replica of Chernobyl. You are fighting the exact same historical chain of errors,bureaucratic stubbornness, the delayed grid test, and flawed reactor physics. You can’t stop the explosion by brute force, and you can't outrun it. Your only weapon is the cumulative knowledge you carry across loops to bypass security, manipulate system physics, and prevent history from repeating itself.

Core Gameplay & The "Deathloop" Rule

The game is played in 3D from a claustrophobic, first-person perspective (INFRA like). The ambiance dynamically degrades from a calm, mundane industrial hum to red strobes, screaming sirens, and rattling steam pipes as the 30-minute timer ticks down.

Crucial Design Rule: Like Deathloop or The Outer Wilds, beating the game in a single loop is fundamentally impossible. You lack the security clearance, access codes, and physical keys to reach the critical areas initially. Loop 1 is a guaranteed failure. You might spend it just figuring out where a senior engineer leaves his keycard, or what frequency the main control room uses, carrying that crucial information into your next reset.

Multiple Paths to Salvation (or Survival)

Because you are low-clearance, you have to be creative. Players can pursue entirely different mechanical paths across various loops:

  • The Social Engineering Path: Gather leverage, technical anomalies, or personal secrets across loops to use in dialogue trees. Use this unassailable "future data" to shock the stubborn shift supervisor into canceling the test before it begins.
  • The Sabotage/Physical Path: Use stealth to avoid security, slip into the lower maintenance decks, and manually lock control rods into the core or override water flow valves.
  • The Comms Path: Intercept the external phone call from the Kiev power grid controller. You can forge messages, impersonate officials, or trick the test team into shifting their timeline, completely bypassing the fatal 10-hour delay that poisoned the reactor core.
  • The "Triage" Ending: If you realize you can't save the plant in a specific loop, you can pivot to a survival run, using your final minutes to trigger an unauthorized early evacuation, saving thousands of lives even if the facility is lost.

The Vision

Think the tense, heavy, tactile environment of Alien: Isolation mixed with the brilliant information-as-progression loops of The Outer Wilds, set against the terrifying reality of the Chernobyl disaster.

I just had this idea, having played deathloop, Outer Wilds i think the loop concept is very fun and is not as widespread as it should be. Hope someone likes this idea and talks about it!

reddit.com
u/Agentvoo7 — 3 days ago
▲ 3 r/gameideas+1 crossposts

A game where you need to solve a physical puzzle box from the retail copy

So I had this idea for a game and I’m curious if it’s been done before.

Imagine a normal action-adventure game, shooter, or RPG. You’re going through the campaign, shooting enemies, exploring, doing your thing. Then you reach a big locked door or ancient mechanism that you legit can’t solve in-game no matter what.
There are clues scattered around the environment hinting at symbols, patterns, and sequences… but they don’t fully make sense in the game.
That’s because the real solution is tied to a physical puzzle object that comes with the retail/physical copy of the game. Something like a puzzle box, decoder wheel, foldable map with hidden layers, magnetic tiles, or some other cool tactile thing. You have to physically manipulate it in real life, solve the puzzle, and that gives you the exact code, symbol order, or combination you need to input in the game.

It’s the only way to progress past that point. No guides, no brute force, no skipping.
Has anyone seen a game that actually does something like this? Or is this concept pretty much untouched? I think it would be an awesome way to blend real-world interaction with the game and make physical copies feel special again.
What do you guys think? Any similar ideas or games that come close?

reddit.com
u/Sackofwack — 3 days ago
▲ 10 r/gameideas+1 crossposts

A management shop sim where you create the problem, sell the solution, and reinvest into better “demand generation”

I’m working on a game idea and want to see if the core premise sounds interesting.

The rough idea is a single-player/co-op shop management sim where you run a shady little medicine shop. You brew cures, stock shelves, manage the shop, improve your backroom production, and slowly automate parts of the business.

The twist is that you’re not only reacting to demand. You manufacture demand. Literally.

You create shady products that cause strange conditions in the town, spread those conditions through different means (like water supply), then sell the cures when NPCs come into your shop looking for help. The money goes back into better cures, new condition-causing items, shop upgrades, production scaling, restocking systems, maybe NPC clerks, and more efficient ways to keep the whole business running.

The closest inspiration is probably Schedule 1, especially the town, production loop, shelf-stocking, co-op, shady business fantasy, and production-scaling side of it. But instead of selling illegal drugs, the idea is more like a satirical shop/management sim about medicine, conditions, and extremely questionable business ethics.

Example loop:

Brew cures → stock shelves → create/spread conditions in town → NPCs come in sick → they buy the cure → you reinvest into better products, new conditions, automation, and a bigger shop.

I imagine the tone as cozy shopkeeping mixed with mischievous economic satire. Not horror, not realistic suffering, more like a weird morally dubious business sim where the joke is that your “marketing department” is basically making people need your products.

I’m also imagining some light suspicion/town reaction layer, where you need to keep the town from asking too many questions, but the main focus would be the management loop: making products, stocking the shop, designing new conditions, scaling production, and optimizing the business.

I’m currently prototyping the idea, but I mostly want to validate the fantasy before going too far in one direction.

Would you play something like this?

More importantly:

What part sounds most fun: running the shop, creating conditions, spreading them, selling cures, scaling production, or automating the business?

Does the shady premise make it more interesting, or does it turn you off?

What feature would this absolutely need before you’d want to try it?

Roast the idea if needed.

reddit.com
u/Much4cho — 4 days ago

New idea for weapon durability based off of Breath of Wild

Think of a game that takes notes from Shadow of the Colossus and Breath of the Wild. Considering BotW weapon durability, what if all weapons had very similar damage to where it wouldn’t even need to be listed. This avoids the issue of hoarding, as weapons do similar damage, and the difference shifts to utility, where one may be a sword, while another is a spear, or a mace.

The player needs a weapon to deal damage, so it still encourages the player to collect weapons in a boss only type of game. The durability of each would still need to go up, and possibly a resource could be used to sharpen like in Monster Hunter, to keep single weapons for longer. Possibly different weapons could have a larger variance in durability, creating more variety between experiences with different weapons.

Also, using something like a sword on an armored part could cause more durability to be lost, causing the player to specifically seek out different weapons that counter armor, like a mace or hammer.

I believe Praey for Gods combines these two games essentially but I have not played it and I believe the durability system was received poorly. I’d like to try it at some point despite its low reviews because I love the idea and the two games it was inspired by.

reddit.com
u/Sufficient_Grab9106 — 4 days ago

game idea: actually good game thats completely free

like basically a game like pvz that has a lot of content in it but it costs no money so anyone can play it. NO microtransactions, you have the full game, for free. would be a really cool idea, you'd make no money but as long as you're making people have fun. maybe add some dlc that costs a few dollars. the dlc could add even more content. maybe if the production value is really high its not worth the game being free. if its ported to xbox and/or playstation it should also be free. cave story was free but it costs money on console, this game, COMPLETELY FREE on ALL devices. if its on mobile for some reason, no ads, or the mobile version could be a spinoff of the original game. this could be the best game ever and i dont think a single person has ever done this. ign would give this shit a 10/10, metacritic its at least 90. someone please make this and publish it to everything, itch.io, gamejolt, steam, xbox series x, xbox one, xbox 360, og xbox, ps5, 4, 3, 2, 1, switch 2, switch, wii u, wii, gamecube

reddit.com
u/Legal_Letterhead9616 — 4 days ago

Hitman style Terminator game where you play as the machines attempting to infiltrate and destroy the resistance

I think the engine for the World of Assassination trilogy could work here, maybe the one for 007, depending on how that pans out.

Basically, the idea is to start off as a freshly printed T-800 (or other models, maybe dependent on a tech tree or other type of skill progression or mission type) and the objective is (as in Hitman) assassinate a target.

However, unlike Hitman, you don't necessarily need to escape alive once you've killed your target. Perhaps it could be that you get more XP for killing others of high value undetected, or completing side missions like obtaining resistance intelligence.

There could also be a mode of abducting a target. Ambitious as can be, but if you incorporate the GTA V aspect of being able to switch between PCs, you could take a couple machines out into the field and use some to lure the target, and others to provide cover/defence (in case it goes loud).

I believe this type of game to be doable, but not wholly sure if there's a market for such a game, given the reception of the last entries into both the game and movie franchises.

reddit.com
u/ResolveNormal5491 — 4 days ago
▲ 5 r/gameideas+4 crossposts

Hey everyone 👋 I’ve been making a small cute puzzle game called **Duck Jam** 🐥 If you have a little free time, I’d really appreciate it if you could try the game and leave a quick rating or comment ❤️ I’m still improving everything, so any feedback helps a lot — even small things like: * what

proto1000.itch.io
u/Visible_Row_9272 — 5 days ago
▲ 1 r/gameideas+1 crossposts

Ecos do vazio o

ECOS DO VAZIO

Documento Completo de Game Design


VISÃO GERAL

Nome

Ecos do Vazio

Gênero

Realidade Emergente Multiplayer

Plataforma inicial

PC

Engine ideal

Unreal Engine 5

Objetivo do projeto

Criar um universo multiplayer onde:

o mundo nasce das ações dos jogadores;

regras físicas podem mudar;

civilizações surgem organicamente;

o próprio universo aprende;

cada servidor se torna uma realidade única.

O jogo não possui:

história linear;

quests tradicionais;

classes;

tutorial;

progressão comum.

A experiência inteira gira em torno de:

descoberta;

mistério;

criação coletiva;

memória;

impacto permanente.


CONCEITO CENTRAL

O universo começa completamente vazio.

Sem:

céu;

terra;

oceanos;

árvores;

criaturas;

física definida.

Os primeiros jogadores entram em uma dimensão chamada:

SILÊNCIO

Tudo que passa a existir nasce das ações humanas.

O jogo observa:

movimentação;

agrupamentos;

comportamento;

padrões sociais;

emoções;

frequência de ações;

símbolos criados;

sons emitidos.

A partir disso:

novas matérias aparecem;

leis físicas mudam;

criaturas evoluem;

o ambiente se adapta.


O DIFERENCIAL ABSOLUTO

Nenhum servidor será igual.

Após meses:

um servidor pode virar um oceano infinito;

outro um mundo subterrâneo;

outro um universo vertical;

outro um local sem gravidade;

outro um planeta coberto por criaturas luminosas.

O próprio mundo é um organismo.


LOOP PRINCIPAL

  1. Explorar

O jogador atravessa o vazio e encontra regiões alteradas por outros jogadores.

  1. Interagir

Ações alteram o universo.

Exemplos:

andar cria matéria;

silêncio cria distorções;

música cria formas orgânicas;

multidões alteram clima.

  1. Descobrir

Novas propriedades surgem sem aviso.

  1. Registrar

O mundo salva tudo.

  1. Evoluir

Civilizações aparecem organicamente.


MECÂNICA PRINCIPAL

MANIFESTAÇÃO

Jogadores não craftam itens.

Eles manifestam conceitos.

Exemplo 1

Jogadores desenham círculos repetidamente.

O sistema interpreta:

repetição;

simbolismo;

agrupamento.

Resultado:

surge uma nova matéria chamada ORIN.

Propriedade:

atravessar superfícies.


Exemplo 2

Jogadores passam semanas usando fogo.

O mundo entende:

calor virou elemento central.

Resultado:

clima seco;

tempestades térmicas;

criaturas vulcânicas.


Exemplo 3

Jogadores silenciosos permanecem imóveis.

Resultado:

o espaço ao redor perde som;

criaturas cegas aparecem;

sombras se tornam sólidas.


SISTEMA DE EVOLUÇÃO

Não existem níveis.

O jogador evolui conforme comportamento.

Exploradores

Ganham:

percepção espacial;

distorção de distância;

visão de rastros antigos.

Protetores

Ganham:

manipulação de matéria;

estabilização de regiões.

Solitários

Ganham:

invisibilidade sonora;

resistência mental;

distorção temporal.

Coletivos

Ganham:

sincronização emocional;

criação acelerada;

manifestação compartilhada.


O MUNDO

ESTRUTURA

O universo não possui mapa fixo.

Ele cresce proceduralmente baseado em:

memória;

densidade social;

atividade emocional;

repetição de padrões.


BIOMAS

Oceano Vertical

Água cai para cima.

Campo de Ecos

Sons ficam presos no ar.

Floresta Invertida

Raízes crescem para o céu.

Vale da Ausência

Objetos desaparecem lentamente.

Mar de Vidro Vivo

Superfícies refletem eventos passados.

Região Sem Tempo

Movimentos acontecem em velocidades diferentes.


CRIATURAS

As criaturas não são pré-programadas totalmente.

Elas nascem da atividade humana.

Exemplos

Observadores

Nascem em regiões com muitos jogadores silenciosos.

Filhos do Calor

Nascem perto de regiões dominadas por fogo.

Ecos Humanos

Criaturas que imitam padrões de movimentação dos jogadores.

Vazios

Criaturas invisíveis que surgem em áreas abandonadas.


MEMÓRIA MUNDIAL

O jogo salva permanentemente:

guerras;

cidades;

mortes importantes;

descobertas;

primeiras manifestações;

locais históricos.

Isso cria arqueologia real.

Novos jogadores poderão encontrar:

ruínas;

gravações;

marcas deixadas anos antes.


ECONOMIA

Não existe moeda.

O valor vem de:

raridade;

importância histórica;

significado emocional.

Exemplo: Uma pedra usada para criar a primeira cidade do servidor pode se tornar um artefato lendário.


SISTEMA SOCIAL

CIVILIZAÇÕES ORGÂNICAS

O jogo nunca força facções.

Os jogadores naturalmente criam:

sociedades;

religiões;

idiomas;

símbolos;

rituais.

O sistema aprende e reage.


RELIGIÕES

Se jogadores:

venerarem determinada criatura;

criarem rituais repetidamente;

protegerem regiões específicas;

Então o universo pode:

fortalecer fenômenos;

alterar clima;

responder aos rituais.


SISTEMA DE LINGUAGEM

O jogo detecta:

símbolos repetidos;

padrões gráficos;

comunicação coletiva.

Com o tempo:

idiomas emergem;

símbolos ganham propriedades.


FÍSICA ADAPTATIVA

A física muda com o comportamento global.

Exemplo: Se jogadores passam muito tempo pulando de grandes alturas:

gravidade reduz.

Se jogadores evitam água:

oceanos evaporam.

Se jogadores criam construções verticais:

o céu começa a se fragmentar.


INTERFACE

Minimalista.

Quase inexistente.

Sem:

mini mapa;

barra de quests;

lista de objetivos.

A UI aparece organicamente:

sinais no ambiente;

alterações visuais;

vibrações;

distorções.


VISUAL

ESTILO

“Matéria Incompleta”

Características:

superfícies se formando em tempo real;

partículas montando objetos;

estruturas respirando;

luz dinâmica;

geometria instável.

Nada deve parecer totalmente finalizado.

O mundo sempre parece estar nascendo.


ÁUDIO

O som é parte da gameplay.

Ideias

sons criam formas;

ecos revelam caminhos;

silêncio altera física;

músicas coletivas modificam clima.

A trilha sonora nasce proceduralmente.


EXPERIÊNCIA DO JOGADOR

O jogador deve sentir:

curiosidade;

estranheza;

descoberta;

impacto;

pertencimento;

mistério.

Nunca:

repetição automática;

grind tradicional;

obrigação constante.


O PRIMEIRO LOGIN

Ao entrar:

tela branca;

nenhum menu;

apenas respiração;

passos ecoando.

O jogador anda.

No chão:

matéria começa a surgir.

Ele percebe:

O mundo reage à presença dele.


EVENTOS GLOBAIS

Eventos não são programados manualmente.

Eles surgem do comportamento coletivo.

Exemplos

Eclipse Vivo

Surge após excesso de atividade noturna.

Fragmentação do Céu

Surge quando construções verticais dominam o servidor.

Tempestade de Ecos

Acontece em regiões com muito uso sonoro.


CONTEÚDO VIRAL

O jogo naturalmente geraria:

teorias;

vídeos;

mistérios;

investigações;

documentários;

histórias emergentes.

Cada servidor seria uma narrativa própria.


STREAMERS

Streamers seriam fundamentais.

Porque:

descobertas ao vivo geram clipes;

eventos raros viralizam;

ninguém teria gameplay igual.


ROADMAP

FASE 1

Protótipo

Objetivos:

mapa vazio;

multiplayer básico;

matéria surgindo por movimentação.


FASE 2

Sistema Procedural

Adicionar:

clima dinâmico;

física adaptativa;

biomas emergentes.


FASE 3

Memória Mundial

Salvar:

eventos;

locais históricos;

civilizações.


FASE 4

IA Sistêmica

Criaturas aprendem:

padrões humanos;

movimentação;

regiões populares.


FASE 5

Lançamento Alpha

Foco:

comunidades pequenas;

observação de comportamento;

evolução orgânica.


MODELO DE NEGÓCIO

Sem pay-to-win.

Monetização ideal:

cosméticos abstratos;

efeitos visuais;

passes narrativos;

personalização de manifestações.


TRAILER CONCEITUAL

Cena 1

Tela branca.

Silêncio.

Passos ecoando.


Cena 2

Uma pegada cria matéria preta no chão.


Cena 3

Milhares de partículas começam a formar montanhas.


Cena 4

Jogadores observam o céu rachando.


Cena 5

Uma criatura gigantesca nasce no horizonte.


Cena 6

Texto:

“Nenhum jogador entra no mesmo universo duas vezes.”


SLOGANS

“O mundo observa você antes de existir.”

“A realidade aprende.”

“Toda ação deixa marcas eternas.”

“Você não joga o universo. Você cria ele.”


POSSÍVEL IMPACTO

O jogo pode criar:

comunidades extremamente engajadas;

vídeos virais;

histórias irrepetíveis;

mistérios coletivos;

cultura própria.

Não seria apenas um jogo.

Seria um universo social vivo.


PRIMEIRO PROTÓTIPO IDEAL

Mecânicas iniciais

mundo branco infinito;

multiplayer simples;

passos criando matéria;

sons alterando luz;

proximidade entre jogadores alterando gravidade.

Só isso já seria único.


FUTURO DO PROJETO

Expansões futuras:

servidores gigantes;

IA emocional;

criaturas evolutivas;

dimensões paralelas;

memória interservidores;

eventos globais.


CONCLUSÃO

Ecos do Vazio não tenta competir com gêneros atuais.

Ele cria um novo espaço:

uma realidade multiplayer emergente.

Um universo onde:

jogadores criam significado;

o mundo evolui sozinho;

civilizações deixam marcas permanentes;

cada servidor vira história.

O foco não é vencer.

É existir.

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u/Conscious-Walrus-535 — 5 days ago

Game Idea: Competitive Multiplayer Economy / City Builder - test out your nerdy economics ideas against those of your friends'.

Crazy shower thought after a debate with a friend lol, but I thought that version of Sim City that came out a few years back was kind of cool for being able to make a city in the same region next to your friends, I think you could trade and stuff and also contribute to regional public works etc. (never played cities skylines so IDK maybe that wasn't unique to Sim City).

This would need to be a little more "systems-based" I think, because the idea is to set up various rulesets (or evolve into them as your little tent village grows - basically locked talents that you select), such as capitalist, communist, imperialist, Amish (lol!) etc. there are either some win conditions set ahead of time based on different game types (to see which type of civilization is best at a taking things over, generating happiness, etc.), or maybe custom ones.

Super low detail here but the sky's the limit, I really think it would make for a killer game night game that you can play for more than just weekend friend slop if done well enough.

reddit.com
u/PatternAgainstUsers — 6 days ago

Blending Splinter Cell/Thief's light and sound stealth with the dynamic overhead view of Metal Gear Solid 1-3? A recipe for friction and depth or frustration?

I'm exploring an idea of mine using Godot that blends the light and sound stealth mechanics of Splinter Cell and Thief with classic Resident Evil's exploration and Metal Gear Solid's dynamic overhead camera that transitions and changes based on player position. Inspired by MGS2, I've implemented corner peek and first person aiming (with the player unable to move and only able to look 90 degrees left and right).

I love the cinematic camera angles of classic RE, but recognize that tank controls are a barrier of entry to newcomers, so I feel that MGS2's camera is a middle-ground.

For me personally, I feel passionate about using this camera style because it lends a unique cinematic feel and doesn't provide the player the power of a traditional third person camera. It'd encourage the player to be more methodical and feel more vulnerable. Following Thief's AI behavior rather than the binary alarm states of MGS and SC coupled with the light meter should ideally avoid the frustration some have with classic MGS's camera and stealth.

I'd like to see a second opinion on this. What are the positives and negatives of my choice of camera? How would they impact the gameplay of Thief and Splinter Cell?

reddit.com
u/Cyborg800-V2 — 9 days ago

Humanity is dying. You play as a mayor chosen to prepare a city for the birth of a new civilization.

I’m developing a sci-fi world, and one idea from it started to feel like it could work as a strategy game.

Humanity is facing extinction because of a deadly virus. Scientists fail to find a cure. The virus does not just kill people, it also makes many infected people more aggressive, unstable and suggestible. But at some point, scientists discover its only weakness: the virus cannot effectively spread in a human body below a certain size, around 28 cm.

Because of this, an old secret project comes into play: the creation of miniature humans, around 20 to 28 cm tall. Originally, they were designed for future space colonization, because smaller bodies require fewer resources, less space, less food and less oxygen. But now this unfinished project becomes not just a space program, but humanity’s last chance to preserve civilization.

You play as the mayor of one of the cities chosen for the Continuation Program. Your task is to prepare the city before human extinction: build a network of bunkers and growth facilities for these miniature successors, preserve food, water, tools, medicine and knowledge, decide what kind of education and culture they will inherit, manage districts as the population declines, and balance factions such as the military, scientists, doctors, elites, citizens and a cult that believes humanity should end completely.

The core idea is not just “build a bunker”. The real question is: what kind of world will these miniature humans wake up in after humanity is gone?

If you focus on military infrastructure, they may survive better, but inherit a culture of fear, hierarchy and weapons. If you focus on science and archives, they may rebuild knowledge faster, but become cold and technocratic. If you focus on keeping the city humane and stable, fewer of them may survive, but they inherit a less broken moral foundation.

My questions:

  1. Does this sound like a game concept you would want to play?
  2. What genre or form would fit it best: political strategy, city management, text-driven strategy, card-based strategy, or something else?
  3. What part of the concept feels strongest?
  4. What feels confusing, weak or too ambitious?
  5. What mechanics would you add to make the player really feel like they are preparing a city for a new civilization?
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u/KostinLoop — 9 days ago

Game idea. Looking for people who like the idea and feedback

So I’ve been working on a co-op horror game concept and I wanted to see if people would actually play something like this.

The idea is:

You and your friends drive around a small haunted town in an old truck looking for abandoned houses to loot.

Inside each house there are valuable items you can collect and sell later to upgrade your equipment/truck. But every house is haunted and filled with monsters that actively hunt players while you search.

The main mechanic is that each house has a minimum loot quota before the exit unlocks. So even if things go horribly wrong, you can’t just instantly leave — you HAVE to risk staying inside long enough to hit the quota.

Some other ideas:

  • proximity voice chat
  • physics-based loot carrying
  • heavier items needing multiple players
  • cursed items with random effects
  • procedurally generated houses
  • different monster behaviors instead of simple jumpscares
  • greed system where staying for extra loot increases danger

The vibe would be somewhere between chaotic co-op horror and extraction gameplay rather than pure survival horror.

Would this actually sound fun/replayable to you guys?
And what kind of mechanics would make it stand out more?

reddit.com
u/Competitive-Ad5069 — 10 days ago