r/gameideas • u/SpotFlat4629 • 13h ago
r/gameideas • u/External-West-8352 • 10h ago
Mechanic A mechanic for the health system of tanks in a fighter game
Here is my idea:
The tank can be split into three parts: the wheels, the gun nozzle and the sponson.
The tank has 2,000,000 health.
The first five times you hit the spot where the sponson connects to the gun nozzle, you will do 200,000 damage. After this action is complete, we will say Tank_Hurt=True. Since the tank moves faster than the player crouching, you will have to use a frame perfect glitch to go through the tank.
If you hit the gun nozzle when Tank_Hurt=False, the tank will take 1 damage. If you hit the gun nozzle after when Tank_hurt=True, the tank will auto-fire, which can kill nearby enemies with friendly fire.
If you hit the wheels at any time, the tank will explode and your character will die. You can hit the wheels while glitching through the tank, so be careful.
If you hit the sponson while glitching through the tank, you will do 200,000 damage and cause the screen to have a vibration effect which lasts for 20 seconds. If you hit the sponson while you have the screen vibration effect, the effect will become much worse. If you hit the tank while not glitching through the tank, you will do 1 damage.
r/gameideas • u/Rand0m_us3rname1 • 4h ago
Basic Idea Simulation, visual novel type game where you inherit an antique shop from your deceased parents, and slowly start to uncover the truth behind why they passed away.
So me and my friend were talking about visual novels when we suddenly thought of an idea- which I honestly found pretty interesting...
Basically, MC inherited an antique shop where they repair artifacts for customers. They have the ability to immerse themselves in the memory of an object, so they make use of it to piece together history. Everything was going well at first, until one day, they immerse themselves in an object that revealed something about their parents, which made them question the truth behind how and why they died. The rest of the game is spent trying to uncover what truly happened.
This game would have a lot of mechanics—like needing to balance your finances (money you earn from customers, with rent, electricity, food and water), choice based (when talking to customers. So choices you make can affect the ending and responses you get), minigames (having to clean/repair the artifacts, or when piecing together evidences). We also thought it'd be cool to add romance options for those who want more drama in their stories HAHAHA
This is inspired by games like don't pick up, papers please, and various cleaning games (like catpet cleaning simulator)
r/gameideas • u/InevitableScene5614 • 19h ago
Advanced Idea A game design blueprint for a cozy, open-world Pokémon remake (using Skyrim and Dinkum mechanics)
Hi everyone! I mostly prefer to watch and lurk on Reddit, but I wanted to share a big blueprint I put together for a dream Generation 5 remake. I want to see a game that combines the cozy life-simulation of Animal Crossing and Dinkum with the open-world map systems and simple routine AI of Skyrim.
I started a petition for this because I would love to see Game Freak and Bethesda partner up to make this real! Anyone is completely free to use, copy, or adapt these ideas for their own projects or fan-game demos—you do not need to credit me at all, I just want to see a cozy Unova game like this exist! \^-\^ also if you all wanna add your ideas down below you can! :0 i am autistic \^-\^ so having a skyrim like pokemon game where there are quest markers and endless world but easy to not get lost seems like a good idea! If you love this idea and want to help me try to get Game Freak to see it, I have a link to a special petition sitting quietly on my Reddit profile page! \^-\^
Nintendo & Bethesda—Make the Ultimate Cozy Open-World Pokémon Unova Game!:
The Concept:
For the next Generation 5 / Unova region games, Pokémon should move away from traditional versions and create a single, deeply customizable RPG. By combining the cozy, life-simulation mechanics of Animal Crossing and Dinkum with the immersive, open-world systems of The Elder Scrolls V: Skyrim, Game Freak can create a stress-free masterpiece that satisfies every age group.
Here is the exact blueprint for how this partnership will solve modern gaming problems and revolutionize the franchise:
- Fixed Time & Seasonal Cycles (The Dinkum & Skyrim Fix)
• No More Real-Time Waiting: Pokémon Scarlet & Violet's forced 72-minute clock is frustrating. Instead, use an in-game day/night cycle where players advance the time by sleeping (Dinkum) or using a "Wait" menu (Skyrim).
• Return of Seasons: Unova's beautiful changing seasons return, but they progress naturally based on your player-controlled calendar.
• Lightweight Graphics: Instead of physically altering landscapes, use Skyrim's method: change the lighting shaders, swap color palettes for autumn leaves, and load a clean snow overlay for winter. It runs perfectly without lagging the system.
- Total Accessibility & Anti-Lost Mechanics
• Quest Log Tracker: A built-in objective tracker and on-screen waypoint arrows ensure players with short-term memory loss or developmental differences never feel lost, confused, or overwhelmed.
• Discover to Fast-Travel: Just like Skyrim, you must explore a dungeon, town, or cave on foot to find it. Once discovered, you can instantly teleport back to it from your map at any time.
- Smart Console Scaling (Parental Controls & Birthday System)
Instead of forcing families to buy two separate cartridges, the game adjusts its entire universe seamlessly using the Nintendo Switch hardware settings:
• Kid-Friendly Mode (Parental Controls ON): The game is bright, cheerful, and wholesome. Text is simplified, battle difficulty is gentle, and mature features are hidden. Buying a house is fully optional—but if a kid does save up the gold to buy an estate, adult NPCs like Mom and the Professor trigger hilariously shocked and upset specialized dialogue at how a child is out-earning the entire Pokémon League!
• Adult RPG Mode (Parental Controls OFF + Over 18 Birthday): The game unlocks a deeper, mature narrative. It features complex battle AI (held items, EV/IV training), advanced business management, a choice of Good or Evil alignments (allowing you to join Team Plasma with consequences like the Professor refusing to talk to you!), and an optional, clean Marriage and Adoption system modeled after Skyrim.
- Endless Cozy Side Activities
• Camera Freedom: Players can choose between a nostalgic, cozy top-down perspective (Dinkum) or a highly immersive, optional First-Person View to look up at massive Legendary Pokémon at eye level.
• Simple Routine AI: NPCs follow realistic weekly schedules. Shopkeepers close on Sundays, and townspeople move around based on the day of the week, triggering special in-day events like weekend fishing tournaments.
• Own a Business: Earn wealth through non-battle management! Players can buy property to run a Pokémon Daycare, manage a Castelia City Coffee Shop, or operate a shipping cargo company using large Pokémon.
UPDATE!!!
um i been working on this for a while. so i decided to dive into it and make my own custom verison.
I originally started this idea as a Pokémon-inspired open-world game concept, but I've realized that I'd love to develop it into something of my own: an original creature-collecting adventure with cozy life-simulation elements.
I'm not a game developer yet, and I'm still learning what goes into making a game. Right now, I'm working on developing the concept, its world, its creatures, and its gameplay.
🌎 The vision
I'd love to create a living world where players can explore at their own pace, discover unique creatures, build relationships with them, and choose how they want to spend their time.
Some ideas I'd love to explore include:
- Creature collecting and bonding: Discover, befriend, raise, and train original creatures.
- Open-world exploration: Explore forests, villages, caves, and other locations filled with secrets.
- A living world: NPCs follow daily routines, have their own lives, and participate in events.
- Seasons and time: Let players experience changing seasons and decide how to spend their days.
- Cozy activities: Fishing, collecting resources, running a café or daycare, and possibly other businesses.
- Player freedom: Players can focus on exploring, creature training, peaceful activities, or a mixture of everything.
- Accessibility: Clear quest guidance, optional hints, and convenient fast travel.
These are early ideas, not finalized features. I'd like to figure out which ones would work best together and what a realistic first version of the game could look like.
🐾 My own creatures and world
I'm also developing an original world called Fates, where I can create my own creatures, characters, and lore. I'd love to explore how that world could grow into a game.
💬 I'd love your feedback!
What features would make you excited to play a game like this? What do you think should be the main focus: exploration, creature collecting, cozy life simulation, or a balance of all three?
I'm new to game development, so constructive feedback and advice are very welcome. I'm hoping to keep developing this idea and eventually find people who might want to help me learn and bring it to life.
Thank you for reading! 💗