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.