Post your game design or mechanic ideas (not full game ideas) anons tell you how shit they are

Post your game design or mechanic ideas (not full game ideas) anons tell you how shit they are

>game has lots of secrets
>they're not available equally in every game
>they're split up so 10% of the copies hold 10% of the secrets etc
>some super secrets only appear in 0.01% of copies

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  1. 2 weeks ago
    Anonymous

    Logistical nightmare. You're not printing ten different discs. If you're doing it in software, people will just mod it to always return true. Also, generally not a fruitful use of resources even on paper; beyond altering twitter discourse in the immediate days from release and becoming a piece of internet trivia after, it will go entirely unobserved by players.

    • 2 weeks ago
      Anonymous

      People like you killed vidya soul

      • 2 weeks ago
        Anonymous

        People were voicing exactly these kinds of practical problems in the times you consider "soul", doubly so for manufacturing concerns because you didn't have the option of opting out of the supply chain digitally.

    • 2 weeks ago
      Anonymous

      This just results in farmers buying copies to find rare things then selling their accounts to whales. change "secrets" to "rewards" and "copies" to "pulls" and you've invented gacha games, congrats.

      That's illegal, and people did shit on Nintendo non stop because old Pokemon games would turn the other game with a very simple switch flip

      Not a problem if you distribute your game yourself, and it's not illegal to sell a patched game that has marginally more content than a previous copy

    • 2 weeks ago
      Anonymous

      >people will just mod it to always return true.
      Not if the secrets are mutually exclusive in such a way that their literal geometry clashes if they appear at the same time.

      That's illegal, and people did shit on Nintendo non stop because old Pokemon games would turn the other game with a very simple switch flip

      >That's illegal
      No it isn't, are you out of your mind? Are roguelikes illegal?

      • 2 weeks ago
        Anonymous

        >Are roguelikes illegal?
        that's closer to them getting randomized on a new save, not on every copy
        you're asking people to buy the game multiple times to see the secrets

      • 2 weeks ago
        Anonymous

        Then that's just Pokémon version differences and not a new mechanic.

  2. 2 weeks ago
    Anonymous

    sounds like a cool idea to have willy wonka golden ticket copies of a game. It would create a huge amount of intrigue, interest and a black market where people desperately scramble for those rare games. Pretty sure gamers who get their opinions from youtubers would find some way to say that this is unfair and throw a fit about it though

    • 2 weeks ago
      Anonymous

      It's would be moronic
      >Pay 80 bucks for a single game
      >Can't get everything cause "muh random secret"
      It's even worse than dlc

      • 2 weeks ago
        Anonymous

        You don't need to be able to get everything in every game, in any case they'd be small trivial secrets, not DLC-sized content, content that you can experience through a wiki basically

        • 2 weeks ago
          Anonymous

          >You don't need to be able to get everything in every game, in any case
          Why ? I paid the game, I should be able to get everything if I want to

  3. 2 weeks ago
    Anonymous

    i'm tired of arg bullshit

  4. 2 weeks ago
    Anonymous

    This just results in farmers buying copies to find rare things then selling their accounts to whales. change "secrets" to "rewards" and "copies" to "pulls" and you've invented gacha games, congrats.

  5. 2 weeks ago
    Anonymous

    instead of players and bosses having individual health bars it should just be a tug of war

    • 2 weeks ago
      Anonymous

      interesting/10
      At the very least if the base game is good enough

      I can see it working in a fighting game, maybe a fencing game? Where HP doesn't represent health but control of the combat. As you parry, riposte, etc. you tug the state of the fight in your favor. Winning the tug means you found a major opening in your opponent's guard

    • 2 weeks ago
      Anonymous

      that's actually a pretty good idea that would be terribly recieved, because depending on how you balance dificulty it would mean you're need an above average execution to win, and perfect execution to win a fast as possible
      that mean with this idea that you can't be helped with crutch that heal you or buy you time
      even "hard" games like souls have a bunch of builds or options that help trivialise the game so it's accessible for most

    • 2 weeks ago
      Anonymous

      I've definitely seen this in a game somewhere before, but I can't remember where.

      • 2 weeks ago
        Anonymous

        I can think of a few examples
        >Warcraft 3 mission where it was literally tug of war with some thing that you had to take back to your base
        >Overwatch game mode
        >Vanguard Saga of Heroes (boomer MMO) had a diplomacy tug of war
        >maybe this counts as a tug of war too?
        It's a somewhat common mechanic in board games

      • 2 weeks ago
        Anonymous

        interesting/10
        At the very least if the base game is good enough

        I can see it working in a fighting game, maybe a fencing game? Where HP doesn't represent health but control of the combat. As you parry, riposte, etc. you tug the state of the fight in your favor. Winning the tug means you found a major opening in your opponent's guard

        You've seen this very original idea in Pirates!, close to 40 years ago.

      • 2 weeks ago
        Anonymous

        uncharted waters does that for duels

    • 2 weeks ago
      Anonymous

      This kills immersion because somehow hitting the boss makes your character healthier

    • 2 weeks ago
      Anonymous

      Does Nidhogg count?

    • 2 weeks ago
      Anonymous

      I've definitely seen this in a game somewhere before, but I can't remember where.

      Didn't the original god of war have this when you fought Ares in his last phase?

    • 2 weeks ago
      Anonymous

      I want to see someone make a combat game where the player doesn't have a linear healthbar and it's not based around damage negation like iframes or parries.

      • 2 weeks ago
        Anonymous

        there's plenty of games with lives

    • 2 weeks ago
      Anonymous

      Sekiro's posture system kind of.

      • 2 weeks ago
        Anonymous

        That's not tug of war, that's just 2 different health bars, no different from games with shields and such

        • 2 weeks ago
          Anonymous

          >properly parrying fills up their gauge while yours decreases
          >playing like shit causes the opposite
          It's not tug of war it's kind of tug of war.

          • 2 weeks ago
            Anonymous

            your posture still increases when deflecting, it just doesnt break

    • 2 weeks ago
      Anonymous

      Sekiro's posture system kind of.

      It’s called stagger and you like it when From does it but not when Square does it
      >ohhh Elden Ring and Dark Souls are different
      Not really, they just hide the stagger gauge from you, that is moronic reddit bait.

      • 2 weeks ago
        Anonymous

        >they just hide the stagger gauge from you
        Tug of war but the rope and ground is invisible sound fun irl. Imagine a big invisible pit in the middle and then suddenly someone gets yoinked in.

        • 2 weeks ago
          Anonymous

          I’m having trouble imagining that, to be entirely honest with you.

          isnt wizardry kind of this

          Could be, never played them. Wizardry draws from DnD right? I ask because I’ve had this sort of idea since I first read the 3.5e Dungeon Master Guide, it had tables detailed laser guns and such and suggestions for settings merging high fantasy and sci fi.
          My ideal would basically be
          >exploring dungeon
          >it’s deeper than reasoning suggests it’s possible to be
          >gradually more chrome
          >”magic” even the wizard can’t comprehend
          >suddenly aliens attack with laser guns that breech magical defenses
          >party needs to get high tech to survive
          >they clear the dungeon
          >it is actually a space ship lodged into the “bottom” of the material plane
          >they dislodge and commandeer it
          Combine this with a Truman Show type plot where their journey is entertainment/power supply for the aliens whose ship they have now commandeered.

    • 2 weeks ago
      Anonymous

      I've definitely seen this in a game somewhere before, but I can't remember where.

      Inscryption does this with the scales

      • 2 weeks ago
        Anonymous

        YES, that's exactly what I was thinking of

    • 2 weeks ago
      Anonymous

      So every grand strategy games in existence?
      It's quite easy to reach a stalemate in hoi 4 if you play legitimately.

    • 2 weeks ago
      Anonymous

      Sounds kinda like Shiki no Kyouken

      ?t=61

      Good luck finding this anywhere though.

    • 2 weeks ago
      Anonymous

      Dragonball Z: Legends on PS1 did this. The battle is a tug of war called "Power Balance" which is a bar that fills left or right depending on who is winning. Pushing the bar all the way to one side allows the winner to deal damage to the opponents actual health bar.

  6. 2 weeks ago
    Anonymous

    Okay. Hear me out. Imagine.
    Hitman but it's anime, take place in a school, and you're a cute girl killing other cute girls.

  7. 2 weeks ago
    Anonymous

    That's illegal, and people did shit on Nintendo non stop because old Pokemon games would turn the other game with a very simple switch flip

  8. 2 weeks ago
    Anonymous

    This is how Super Mario 64 works and look at what it led to.

  9. 2 weeks ago
    Anonymous

    reloading gun before the clip is empty wastes ammo

    • 2 weeks ago
      Anonymous

      not a new mechanic at all/10

  10. 2 weeks ago
    Anonymous

    A boomer shooter/hub-based RPG hybrid game with a sort of mixed Hey Arnold/Urotsukidoji style, scummy inner city environment with heavy sado-sexual themes and garish colors. A massive bestiary inspired by early-gen YuGiOh designs, with some light Shin Megami Tensei elements where moon phases affect monster spawning and behavior and broader exploration.

    • 2 weeks ago
      Anonymous

      Hell yeah, make it so I can buy it

      >captcha DANG

    • 2 weeks ago
      Anonymous

      that's not a game mechanic that's a full game

      A RPG that actively simulates ecosystems.

      If you grind too much of a monster it stops spawning and affects the food chain, usually punishing the player with the invasion of stronger moments you are not prepared for yet.

      On the other hand, if you identify a species as a pest and get rid of it, more useful monsters may move into the area.

      Dungeons would also have ecosystems. If you wipe monsters of floor 1, the monsters of floor 2 might move up, thus making everything more dangerous. You want to be responsible when tackling content. Don't kill all monsters of a certain species (especially pus), don't mess up their environment, and so on. Or face the consequences of your actions.

      10/10

    • 2 weeks ago
      Anonymous

      >town rapists
      so it takes place in moldova?

    • 2 weeks ago
      Anonymous

      >with a sort of mixed Hey Arnold/Urotsukidoji style

  11. 2 weeks ago
    Anonymous

    A RPG that actively simulates ecosystems.

    If you grind too much of a monster it stops spawning and affects the food chain, usually punishing the player with the invasion of stronger moments you are not prepared for yet.

    On the other hand, if you identify a species as a pest and get rid of it, more useful monsters may move into the area.

    Dungeons would also have ecosystems. If you wipe monsters of floor 1, the monsters of floor 2 might move up, thus making everything more dangerous. You want to be responsible when tackling content. Don't kill all monsters of a certain species (especially pus), don't mess up their environment, and so on. Or face the consequences of your actions.

    • 2 weeks ago
      Anonymous

      Someone's been watching Dungeon Meshi

      • 2 weeks ago
        Anonymous

        I love that dwarf so much

    • 2 weeks ago
      Anonymous

      I would love a game like that

    • 2 weeks ago
      Anonymous

      >getting punished for playing the game casually
      sounds like ass

    • 2 weeks ago
      Anonymous

      maybe a strategy or class in the game, you can breed useful monsters in a given area to weed out the stronger ones you can't fight
      you can play the entire game by making the environment a better place to live in, taking a lot longer but you never have to kill any monsters yourself

    • 2 weeks ago
      Anonymous

      >If you wipe monsters of floor 1, the monsters of floor 2 might move up
      why wouldn't the monsters from lower floors decide to kill off the monsters from higher floors on their own accord?

      • 2 weeks ago
        Anonymous

        Maybe the monsters of lower floors hardcounter them? I dunno.

    • 2 weeks ago
      Anonymous

      I watched a "war story" video from ars technica about Ultima Online that basically is what you're describing.

    • 2 weeks ago
      Anonymous

      Ultima Online had this

      https://i.imgur.com/5VaSzx3.png

      Post your game design or mechanic ideas (not full game ideas) anons tell you how shit they are

      >game has lots of secrets
      >they're not available equally in every game
      >they're split up so 10% of the copies hold 10% of the secrets etc
      >some super secrets only appear in 0.01% of copies

      Just make the secrets seed dependent, pick a seed when starting a run OR determine the seed based on a random number which is generated booting up the game for the first time
      This lets users who are experienced with the game change their seed later down the line, but still keep the unique playthrough experience for the majority of people playing
      Maybe you only let users set seeds after they beat the game at least once

      MMORPG
      each player is given a long hidden unique "DNA" id.
      Only some players can do certain things depending on the DNA.

      example: If game world is magic based implement a shit ton of different magic "schools of expertise" only certain players could then use certain magic abilities and game devs could decide what percentage of the population can use them making some accounts rare and unique.
      Future content could also be effected by this meaning players although at the time done have the "aptitude" for certain abilities might in the future.

      PSO Section IDs/monhun charm tables but worse

    • 2 weeks ago
      Anonymous

      This is fricking moronic and doesn't actually affect how the player approaches the game. It just punishes or rewards the player arbitrarily.

      • 2 weeks ago
        Anonymous

        >arbitrarily
        Only if it is badly designed. In reality it could reward observation and interaction with the mechanics. Or you could have the npcs around describe the changes in environment as you impact each area, hinting on what will be the consequence if you keep going, which is the lazy but safe way of doing it.

  12. 2 weeks ago
    Anonymous

    this is what happens when 3rd worlders get access to ai before toilets and soap to wash their hands after

  13. 2 weeks ago
    Anonymous

    Just make the secrets seed dependent, pick a seed when starting a run OR determine the seed based on a random number which is generated booting up the game for the first time
    This lets users who are experienced with the game change their seed later down the line, but still keep the unique playthrough experience for the majority of people playing
    Maybe you only let users set seeds after they beat the game at least once

  14. 2 weeks ago
    Anonymous

    Not really a secret if it's excluded from the game. You are basically just selling a game with 90% "other" content you decided to remove.

  15. 2 weeks ago
    Anonymous

    Luck is implemented in a way that you have no idea how lucky or unlucky you are. You either pay someone that might be knowledgeable in such matters to find out (and they might not be correct anyway) or you do things that may or may not increase your luck like carrying around a rabbit's foot or a four leaf clover, praying to the God of Luck's shrine, having good karma etc.

    • 2 weeks ago
      Anonymous

      I'm usually open to new mechanics, but I'm not sure about this one.
      What does luck even do in the game?
      If it does something important and you don't have luck then it will be plainly clear that you're not lucky. If you're lucky then it'll be obvious that you are.
      And if luck doesn't do anything important then it doesn't matter.

      • 2 weeks ago
        Anonymous

        I imagine it like the luck system in Dominions but completely obfuscated. Being lucky opens up more good events that can happen and removes some bad events, while being unlucky does the opposite. But even at your luckiest there's still bad events that can happen and they have a decent chance of happening

    • 2 weeks ago
      Anonymous

      I'm usually open to new mechanics, but I'm not sure about this one.
      What does luck even do in the game?
      If it does something important and you don't have luck then it will be plainly clear that you're not lucky. If you're lucky then it'll be obvious that you are.
      And if luck doesn't do anything important then it doesn't matter.

      OTOH, people do all kinds of crazy things irl to improve their luck, like constantly tapping the screen when playing slot machines.
      I think it would be hilarious if you told them all that about luck, then made a game that relied on RNG, and then it turns out luck is just an empty stat that does literally nothing.
      I bet there would be people writing essay long posts justifying how carrying two 4-leaf clovers clearly improves your luck

    • 2 weeks ago
      Anonymous

      Obfuscated stats aren't new, the dedicated people who care just work out the effects by testing and statistics.

    • 2 weeks ago
      Anonymous

      the true luck stat is completely randomised every time the luck stat goes up.

      make luck give tangible, noticable benefits so players notice.

      • 2 weeks ago
        Anonymous

        That's just RNG with extra steps.

  16. 2 weeks ago
    Anonymous

    would be unironically sovl
    >everyone's game is a bit different
    though this is easily circumvented by piracy and game copy sharing
    you would have to come up with some uncrackable propiertary online only game that is sold on disc

    • 2 weeks ago
      Anonymous

      diablo 1 did this and it turns out the best way to play the game is modded with all quests activated and unfinished content restored

      • 2 weeks ago
        Anonymous

        >the best way to play a game that varies its content is to shoehorn it all in at once
        unconvincing

  17. 2 weeks ago
    Anonymous

    I have an idea for reworking RimWorld's pawn body plan system:
    >The root part is now the brain instead of the torso. Because of this, vampires would no longer die when decapitated
    >Instead of vanishing, body parts lost due to damage drop as items, and if they were removed cleanly (not shredded), they can be surgically reattached
    >Removed parts would keep the health conditions they had and a record of the person they were taken from (if know, bought organs wouldn't have it)
    >With the Biotech DLC, genes can affect the body plan instead of just adding graphics and health conditions, so tails would be real body parts, and spewing abilities would have an associated organ
    A lot of neat mechanics could follow from this. I hope to try to make this into a mod some time, but I'll need to become a better programmer first.

  18. 2 weeks ago
    Anonymous

    Basic one which has likely done before, but been floating around me for a while.
    2D metroidvania, but the gimmick is that when you die, your corpse remains there, as well as the health of the boss. Ie if the boss was one hit away and you have a close respawn you can kill him before he regens. Then the corpse is interactible, you can use it as a meat sheild or more creative ways. Die enough times and you can make pyramids which you can use to manouver about in the arena. But, some bosses in general would have many responses depending on how you die, ie if you're just rushing in the arena and doing nothing and die enough times like that the boss will get bored and make a spike trap you fall down into. Plus just many other boss interactions depending on your gameplay, like if you're playing incredibly well for first time fighting he'll kick it up a notch. Rest of the game would a regular metroidvania, but these kind of bosses would be the highlight.

    • 2 weeks ago
      Anonymous

      >there's a jump you can only land if you make a pile of your own dead bodies

  19. 2 weeks ago
    Anonymous

    MMORPG
    each player is given a long hidden unique "DNA" id.
    Only some players can do certain things depending on the DNA.

    example: If game world is magic based implement a shit ton of different magic "schools of expertise" only certain players could then use certain magic abilities and game devs could decide what percentage of the population can use them making some accounts rare and unique.
    Future content could also be effected by this meaning players although at the time done have the "aptitude" for certain abilities might in the future.

    • 2 weeks ago
      Anonymous

      >get fricked over with shitty genes
      >no one will want to party up with you because of how useless you are

      • 2 weeks ago
        Anonymous

        Literally me

      • 2 weeks ago
        Anonymous

        I'm sure you could balance it so that everyone gets at least something that is useful in a party.
        Some celebrity players probably with lucky genes would be in high demand but if they are rare enough players won't wait for them.
        What my idea is trying to do is to encourage people to party up because there is stuff only certain players can do.

        • 2 weeks ago
          Anonymous

          Nobody would play a game where they get shafted from the get go unless you literally forced them to play it
          It's just ridiculous

        • 2 weeks ago
          Anonymous

          >I'm sure you could balance it so that everyone gets at least something that is useful in a party.
          You'd have to be a lot better at balancing than the industry's average. If what your ID preferences is at all underpowered, you'd be shut out by other players with no options.

      • 2 weeks ago
        Anonymous

        >have to make up for it elsewhere
        kino human struggle simulator

    • 2 weeks ago
      Anonymous

      This is basically how Gachas run already, every single account has a hidden RNG ID that's used to calculate what they pull, and some are better than others overall. Often this isn't even intentional by the devs, it's just a side effect of choosing that system to diversify pulls between players.

    • 2 weeks ago
      Anonymous

      >Have shitty dna irl
      >No people want to be friends with you, got no talent, no gf, nothing
      >Play some mmo in my mom's basement to kill the time
      >I can only play a peasant and will never make enought damage to play end game raid

    • 2 weeks ago
      Anonymous

      Literally SWG Jedi

  20. 2 weeks ago
    Anonymous

    You have a right and and a left hand, each controlled by the triggers on the back of the controller. You hold the trigger to hold onto an object with that hand. More detailed interaction is based on how far down the trigger is held, how fast you push it down, and with the d-pad/face buttons.
    A door can not be opened by pressing A in front it, you must grab the doorknob and move yourself to push/pull the door. This could lead to a situation where the player is holding a flashlight in one hand, a gun in the other, and must choose which one to put down while they open a door.

    • 2 weeks ago
      Anonymous

      Basically Jurassic Park: Trespasser.

  21. 2 weeks ago
    Anonymous

    One of my dream games is an 8 hour game that's just one boss battle. Instead of progressing to different levels like in most games, you instead beat the boss down until it switches to a new phase. Each phase has an impact on the environment, and it's an adventuresque game too. Explore while dealing damage to a boss whose trying to kill you in some derelict ruins with some plot mystery.

    • 2 weeks ago
      Anonymous

      How's it different from one of those horror games with just one monster as the sole enemy, like Amnesia?

      • 2 weeks ago
        Anonymous

        Well beating the boss is what causes you to make continual progress. It's not a horror game, it's action, your dude is a bad ass and not Ripley's daughter hiding in lockers.

        Would dying return you to the start of the game? Or do you get checkpoints? Both have their drawbacks, I just don't see how a boss battle that long would be feasible.

        Dying likely gives the boss some health back and boots you to the previous checkpoint. Your save file will show how much health the boss has left since that's what the game's progress is measured in.

    • 2 weeks ago
      Anonymous

      Would dying return you to the start of the game? Or do you get checkpoints? Both have their drawbacks, I just don't see how a boss battle that long would be feasible.

    • 2 weeks ago
      Anonymous

      It’s postmodern SotC

      • 2 weeks ago
        Anonymous

        in a sense I reckon yeah, I love the idea of a boss that has dozens and dozens of attack patterns that depend on where the fight is currently taking place, and a game that just goes all in on a single boss fight that sticks around the entirety of the game.

    • 2 weeks ago
      Anonymous

      you just made Problem Sleuth: the game

  22. 2 weeks ago
    Anonymous

    different classes are functionally completely different games
    warriors are standard action/hack and slash

    Rangers are FPS with bows/crossbows

    mages it becomes a puzzle game, drawing sigils and doing simple puzzles onscreen to cast spells

    • 2 weeks ago
      Anonymous

      oh oh, Bards are a rhythm game, the better you do the more buffs your allies get
      do poorly and they get debuffs

      • 2 weeks ago
        Anonymous

        different classes are functionally completely different games
        warriors are standard action/hack and slash

        Rangers are FPS with bows/crossbows

        mages it becomes a puzzle game, drawing sigils and doing simple puzzles onscreen to cast spells

        this is a fun idea but theres no way it would be implemented well. any time a game tries to be too many things at once it ends up sucking at all of them.

  23. 2 weeks ago
    Anonymous

    Non-satanic and non-luciferian game: the World Destroyer is the good guy and the champion of humankind is the bad guy.
    >you evade the bad guy's followers
    >when you get caught you surrender peacefully and die
    >when you surrender peacefully and die you get resurrected as a warrior to help destroy the world

    • 2 weeks ago
      Anonymous

      >the good guy is the bad guy
      you kind of borked yourself here.
      why does the good guy want to destroy the world? there would have to be a good reason. (in both meanings) or what you say wouldn't be true.

      • 2 weeks ago
        Anonymous

        *the protagonist is evil
        *the antagonist is good

      • 2 weeks ago
        Anonymous

        I know a few reasons why the good guy wants to destroy the world. One is microplastics.

        • 2 weeks ago
          Anonymous

          fair

          • 2 weeks ago
            Anonymous

            Don't worry. He'll make a new one and everybody who didn't side with the champion of humanity will be saved.

            • 2 weeks ago
              Anonymous

              >carpenter
              Uhmmm he was a mason, actually...

      • 2 weeks ago
        Anonymous

        >the world destroyer is the bad guy
        And who taught you that?

        *the protagonist is evil
        *the antagonist is good

        The protagonist sounds like a Metal Gear-like who hides from the bad guy.

        >carpenter
        Uhmmm he was a mason, actually...

        https://biblehub.com/greek/5045.htm

        • 2 weeks ago
          Anonymous

          >https://biblehub.com/greek/5045.htm
          Now look up the source of the Greek translation.
          Not to mention Nazareth and its surroundings were filled with quarries.

          • 2 weeks ago
            Anonymous

            Tekton means everything. People used to have multiple professions back in the day. Carpenter is the inspired translation.

            • 2 weeks ago
              Anonymous

              >Tekton means everything.
              Untrue, it has a tendency to describe someone working with wood.
              >People used to have multiple professions back in the day.
              Even if this was true, the original sources state that Jesus was someone who worked with stone, i.e. a mason.

              • 2 weeks ago
                Anonymous

                The original sources are the Gospels in their many ancient translations.
                I'm not entirely sure where you're coming from.

              • 2 weeks ago
                Anonymous

                >in their many ancient translations
                Look up just one. I beg of you. None of them will state Jesus was a carpenter.

              • 2 weeks ago
                Anonymous

                https://www.gotquestions.org/was-Jesus-a-carpenter.html
                You have a point.

  24. 2 weeks ago
    Anonymous

    I will take the mechanics of a couple other games/genres, blend them together, and boom, the next big thing.

  25. 2 weeks ago
    Anonymous

    A torch that's used as a color source instead of a light source

  26. 2 weeks ago
    Anonymous

    Diablo-like with special/niche subclasses, one of which is the Beltmancer/Beltadin/etc, but instead of having one slot each for body armor, gloves, helmet, belt, etc, you can only wear belts but you can wear up to like 15 at a given time

  27. 2 weeks ago
    Anonymous

    crafting that's actually engineering
    you have to manually build tools that let you have more fine control over your crafting
    you build a thing that has moving parts, simulate it, then when you use it as a tool it approximates what it did in the simulation
    like Primiter but not VR

  28. 2 weeks ago
    Anonymous

    Not a mechanic, but I wanted a Final Fantasy-scale take on the Truman Show. Basically, the king is in cahoots with an evil space faring super civilization to farm magic crystals using Warriors of Light. He sends them off to fight the crystal demons, making them more powerful so that the crystal demons can eat them, absorbing their magic and feeding power to the superciv, which in return grants the king power. Maybe the successive WoL campaigns are entertainment for the superciv, but either way the point is that your party’s journey is only the latest in the cycle. Your team finds the secret, becomes too powerful for the system, and the end game dungeon is a high tech orbital monitoring facility and the swords and sorcery party can unlock high tech laser guns, etc.

    • 2 weeks ago
      Anonymous

      isnt wizardry kind of this

  29. 2 weeks ago
    Anonymous

    A sports managing game. The player doesn't actually play the sports, they just manage the team, choose players, positions, allocate resources/money, etc. Not sure if people would like that since whether you win or lose is kind of out of your hands, but with how many people armchair the heck out of sports im sure there would be a market for it.

    • 2 weeks ago
      Anonymous

      Bro?
      https://store.steampowered.com/app/2252570/Football_Manager_2024/

    • 2 weeks ago
      Anonymous

      https://en.wikipedia.org/wiki/Category:Sports_management_video_games

    • 2 weeks ago
      Anonymous

      I've had this stupid ass idea that I've pitched to my roommates (to resounding disapproval) of a football managing game where your football decisions keep causing the end of the world through the butterfly affect.

      • 2 weeks ago
        Anonymous

        I like it, I think it could be pretty successful with undertale graphics and some adequate music, as long as the ways the world ends are entertaining enough.

  30. 2 weeks ago
    Anonymous

    Eye tracking horror game where the monster is constantly in your peripheral vision, but you can never look directly at it.

  31. 2 weeks ago
    Anonymous

    Make racing games great again by removing the zoomer shit but adding new stuff learned from the latest game development ideas.
    The gist of it is: Game set between 1995/2005 (the peak of human civilisation) but late 2000's is good too. Make it first person only. Advanced vehicle simulation/repair/tuning, but streamlined so as not to detract from the racing (illegal). No HUD, but you can do stuff with your hands (like pull out a map) if needed.
    No cringe modern cars but more importantly no cringe modern aesthetics and cliques. Genuinely its the fricking 90's, make devs watch amateur 90's footage of EVERYTHING.

    Take the period, make it be the center stage alongside the cars. You get to listen to a lot of 90/00's media or recreations of it, but it's not in your face. You can exit the vehicle and walk around in certain parts related to the events.
    The game would not be an open world, but rather a set location big enough to host events over several days and times. Im talking pretty big, they'd be like mini open world maps and they'd take place around the globe. The zones are big enough to host several events over the course of several hours, you've got to move manually with your vehicle inbetween these places, which are urban roads with varying traffic.

    You can exit these locations and there'd be a fade to black into the event selection screen/garage/stuff, but you could exit directly via menus. Make it illegal underground night racing.Make it so the tracks are BIG stretches of public roads at night. Make an extremely realistic lightning engine/effects. Car detail not the main priority. Use made up cars and brands with obvious real life parallels.

    Why? So you can have realistic and graphic crashes and vehicle simulation. Car feeling is top priority, shitboxes feel rattly. Very unstable at high speed, so that you can only really get to high speeds in specific highway sections or with elite cars, which are rare to obtain and are expensive to upgrade/maintain.

    • 2 weeks ago
      Anonymous

      Night Runners is pretty much exactly what you described minus a couple details, and it fricking sucks

      >https://store.steampowered.com/app/2707900/NIGHTRUNNERS_PROLOGUE/

    • 2 weeks ago
      Anonymous

      >Car feeling is top priority, shitboxes feel rattly. Very unstable at high speed, so that you can only really get to high speeds in specific highway sections or with elite cars, which are rare to obtain and are expensive to upgrade/maintain.
      There's many things I don't like about your idea, but I can see why others would like them.
      But this.
      This, is absolutely moronic.

      It's supposed to be a game. It's supposed to be fun. Where's the fun in locking the players out of a car that feels good?

      >here play this game, the gameplay feels really bad 95% of the time but that's fine because it's realistic
      >it's bad on purpose

      • 2 weeks ago
        Anonymous

        >Where's the fun in locking the players out of a car that feels good?
        Have you ever played a racing game that isn't a Forza Horizon? Nearly every racing game ever has you start with slow pieces of shit just to slowly work your way up to the actual good cars, it's called progression.
        MW2005 is basically famous for wienerteasing the player by starting you with an endgame, illegal race car, only to have the rug pulled from under you with your car getting stolen and having to slog through slow pieces of shit until you eventually get the chance to reclaim what is rightfully yours (even though by that point in the game basically every car in your garage is much better then what your spending the entire plot trying to get back).

  32. 2 weeks ago
    Anonymous

    Roguelike with cloned test subjects that you keep sending out, modifying their bodies, and then sending out again after gathering new data.
    >run 1 is just a basic little dude
    >he can run and jump and punch things
    >he dies early because he is made out of weak meat and bone
    >make the next dude stronger, bigger arms
    >he's better at punching things
    >he gets farther
    >dies after falling in a pit
    >next subject has wings, or can jump higher, or climb better (have lots of options, room for experimentation)
    >eventually your clones barely resemble the original at all, but they're great at survival
    I've been reading the Fabius Bile trilogy for the past few weeks in case you couldn't tell. No idea what the whole story would be or if there's be bosses or anything, I just like the concept of mutating your rogue, having it visually show up and have gameplay effects, all wrapped into one.
    >run 1: normal, naked human man
    >run 45: pic

    • 2 weeks ago
      Anonymous

      So rogue legacy

  33. 2 weeks ago
    Anonymous

    >make the protagonist a sheboon
    How's my game?

    • 2 weeks ago
      Anonymous

      10 gorillion dollars in dei money guaranteed

  34. 2 weeks ago
    Anonymous

    Animal Well does this, just not to that extent, because that'd be stupid.

  35. 2 weeks ago
    Anonymous

    Any 3D artists looking to work together on an RTS?
    I can take of the programming, but my skills for art are very lacking.
    The RTS incorporates mahjong into it, but I am open to changing that, something loke balatro dota

  36. 2 weeks ago
    Anonymous

    It's a hard for me to articulate this but a hacking a game roguelike where you defend a fictional operating system against malware through using the terminal and other applications on your system in real time. The malware functions similar to an actual virus/trojan/worm but slow enough that you can actually track it down and stop it before it reaches your kernel. I also want to incorperate some static and dynamic analysis in the game the player has to do in order to get hints as to what it's doing/where it is. I'm using Hackmud's PVP system and exapunks as a reference.

    • 2 weeks ago
      Anonymous

      may be a hit as a 1v1 multiplayer

  37. 2 weeks ago
    Anonymous

    >spend a bunch of effort making a cool thing
    >place it somewhere most people wont see it
    this is actually bad game design

  38. 2 weeks ago
    Anonymous

    Fromsoft dodge mechanics mixed with guns and a cover system

  39. 2 weeks ago
    Anonymous

    In an FPS or other genre not known for animal catching, a pack of wild animals attacks you, one of them is subtly the runt of the pack, and if you kill the others and just give it a subtle beating, it joins you as an assistant buddy

  40. 2 weeks ago
    Anonymous

    Mad Max VR racing/shooter.

  41. 2 weeks ago
    Anonymous

    The only way to keep vidya secrets alive is cloud gaming I'm afraid

  42. 2 weeks ago
    Anonymous

    Stealth game with a "daytime setup", e.g. like that real life serial killer who would break into peoples homes while they were empty due to work, dump rope and other items inside a closet and unlock back windows unbeknownst to the victims, then come back to finish the job.

  43. 2 weeks ago
    Anonymous

    Apocalyptic survival game where, if possible upon starting a new world, you spawn into a world that someone else previously died in. Likewise, whenever you die, your world is saved and uploaded for someone else to resume.
    The game will also simulate time passing in-between players: for example, any structures built by previous players will appear more and more worn down, rusted, or overgrown as each player lives and dies in that world.
    Finally, after dying in a world, you can then view future uploads of that world, seeing how players survived with what you left behind, how they may have inhabited or built upon your structures, etc.

  44. 2 weeks ago
    Anonymous

    A gsg where you play as a tribe in a random generated world set at the beginning of the bronze age, your starting location and how you choose to structure your society dictate what game mechanics you unlock, ensuring that not only does progression feels different, but that each civilization plays differently. There's no tech tree, everything is naturally developed.

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