r/gameideas 22h ago

Basic Idea A game about returning to a destroyed Earth after it was decimated by a climate apocalypse

3 Upvotes

I've been working on my game idea for a while now while I'm learning Blender and Godot (I have zero experience in game development). My background is in Design with a little experience in building a real-world disaster response and resilience platforms.

The game is designed to be played with an isometric view of its world.

The story behind the game is that Earth has been decimated by a climate apocalypse and all the remains on the planet is desert, wrecks, and ores along with a few very rare pockets of life.

Humanity was evacuated during the apocalypse to an orbital lifeboat but now you (the player) have to return to a very different and very deadly surface to salvage components and mine ore to keep the orbital lifeboat running.

The challenge is that there are also pirates operating on the surface using their vehicles they like to call "Menace Machines" that are made of scavenged components. The toxicity of the planet's surface has also produced a number of mutated animals such as the Sandworm (placeholder name and creature while I develop a unique creature) that survives by eating anything it finds from organic matter to metal. And if all this isn't enough, the surface is also regularly raked by toxic and powerful storms that you have to outrun and get to shelter or survive using a specialized vehicle equipped with anchors (grapplers) that prevent you from being blown away to your death.

Thankfully, other salvagers before you have already established a small base where you can find shelter, fuel, and repair your ship when you first arrive. But you will have to locate a Trader Station or hub where you can find safety, supplies, repairs, and purchase upgrades to your vehicle and, eventually, when you have enough credits saved up be able to purchase better vehicles with specialized functions and survival features.

Game Loop

Collect and sell enough ore and salvage materials to keep your starter vehicle running and then eventually purchase better weapons, armor, storage, fuel tanks, and more to be able to operate and survive far from your base to collect more materials you can sell. Once you have enough credits you can purchase a specialized vehicle to do specific things that earn more credits.

The end goal is to earn enough credits for a better vehicle and be able to buy a ticket to load your vehicle and all your earthly possessions to a transport ship at the Trader Station to get to other parts of the planet with better opportunities to collect ores and salvage that will help you earn enough to build your very own home in the desert that you will also need to maintain, repair, upgrade, and defend against the violent environment and yet undiscovered dangers and enemies.

Development Status

I've been testing the game loop with a very simple browser version of the game with most of the features while I'm learning to work with Blender for the game assets and Godot to build the actual game. I've also built a website for the game that will eventually host a community for the game and a store for unique and exclusive ships, ship upgrade components, and base building kits that are meant to help give players vehicles and home base a unique look but not make it easier to win the game. Components and upgrades that matter for gameplay can only be purchased in-game with in-game credits. The idea is to give players a way to build vehicles and a base that they can really personalize according to the roleplay they want.


r/gameideas 16h ago

Meta You’re an alien species trying to wipe out humanity, but humanity is doing that itself more efficiently than you through plagues, war, and climate change.

3 Upvotes

This is obviously a game idea for a short "statement piece" and joke game. Realizations of that idea could go from Plague Inc. to something like a 3rd person "Godzilla simulator". The joke would be that eventually your actions don't carry much weight, since after only a few minutes you as a player realize that the simulated environment experiences a series of catastrophes, wiping out all humans, no matter what harm you cause additionally.

In the end the player as the alien invader should look at the game somewhat in disbelief. Like that meme where one guy shoots himself in the face with a shotgun and the other just watches in disbelief.

Other implementation options:

Missile defender, but you're the attacking aliens and notice how the base defenders crumble all by themselves.
Strategy game, with base building, etc, but you notice, that the human base and farmable ressources like civilian human settlements crumble by themselves.

Might be a nice small portfolio piece, host it on itch.io


r/gameideas 22h ago

Advanced Idea MMO Survival/Civilization Simulator With Anonymized Players

2 Upvotes

Essentially the idea is to put players in a survival game that makes them collaborate in game to form civilizations, but not to bring in groups from outside of the game.

You play as a small human-like creature, and need to work with other players to meet your needs. When you spawn, you have a distinct randomized appearance and your username is kept hidden. When your character dies, you get a new character. As time passes (even when logged out), your character ages and will die of old age if they don't get killed before then. Since players can't choose what they look like and don't have a username, they get to take on a new identity in each life; a player could be an hard-working farmer in one life, but a sleezy copper merchant in the next. You could also try impersonating players' characters, or hiding your in-game identity if you want or need to.

The survival gameplay would be similar to the Minecraft mod Terrafirmacraft+ (A continuation of the 1.7.10 version, not the modern version if you're familiar with it) or to Vintage Story. The world is voxel-based and persistent. Voxels take a long time to both break and place, so that players will have to work together to create buildings, and so that it's harder to destroy buildings as a single player. A solo player should only be able to sustain their needs (hunger, thirst, temperature/comfort) for only a short time without the help of other players. They should only need about 5 players in a group working together to be able to survive indefinitely. Since killing a character now has the additional toll of resetting a players identity in the game world, players can be incapacitated without being killed, such getting pushed over, knocked unconscious, or being restrained.

There is a secondary gameplay element similar to the wants system from The Sims. Your character will have a predetermined personality that causes them to want to take certain actions that you might not want to as a player, such as preferring certain foods or drinks, preferring to wear certain types or colors of clothes, or not attacking when being attacked. When you complete a want, you are rewarded with karma points. I think that this could create some interesting gameplay options, such as drugs which could give you a temporary boost, but then give your character a want to use the drug more (and maybe negative karma points for not completing these wants). Also certain actions outside of this system might reward or remove karma points: making items or harvesting food might reward points, but killing other players might give remove points.

Karma points are used for progression of players. They might allow you to select more desirable character traits for your next character, or allow you to perform supernatural feats (summoning weather, or performing magic maybe). A player with negative karma points might get some sort of punishment for it such as spawning with a physical mark on their character, or having to start with worse character traits or spawning in a worse part of the world.

I'm not sure where players should spawn/respawn. If there are no other players in the game, then players will emerge from caves, but I'm not quite sure if players should be able to create some way of having new players spawn directly in their settlement, such as building and maintaining some sort of spawning structure, or building around a spawning cave, or laying an egg that hatches into a new player.

A small part of the idea I've been toying with is having the players communicate through a small set of generic symbols rather than actual text or voice chat. This could both help to further anonymize players (since you then couldn't even type out your username in game at all), and even potentially help players who speak different languages to communicate, but it also might be way too confusing for the players.


r/gameideas 1h ago

Mechanic I Need some advice/help choosing what you would prefer in our 2D pixel RP Sim Game.

Upvotes

Hello, As an introduction I am not really a game developer yet, however I'm an artist that is partnering with a good friend of mine who is a coder to make our first game together!

I'm in charge of the art but also the narrating of the game.
(Oh, P.S. the game is a RP sim game with targetable characters to romance)

We have made it pretty far to release our demo system wise, but mechanic wise we are sort of stuck between two gamestyle and want more mass opinion on the community to help us finalize this. We have different mindset on this particular issue of what we think our players would love the game mechanically. SOO please let me know which gamestyle you prefer as a gamer yourselfs and so I can note this + show it to my friend and finally move along our agenda.

I also want to note you guys that this is not a request to help with our game idea but more like help us choose between 2 of our game mechanics.

#1 Collectivist gamestyle: Where the player will be able to romance all the target at the start without playing the game over again to rapport a different character. (You will be able to select your final target at the end of the game for their specific ending and restart from a savepoint to choose another target that has enough romance point for that target.)

(Edit: Pros- Eliminates the hassle to spend however extra time it would take to see different endings.
Cons- It can remove immersion to some people who only wants to focus on 1 target or having to force themselve to romance a target they don't like or want.)

#2 Focus Target gamestyle: Where the player will only have enough points to romance fully with 1 target and get only their ending. Having to restart the game for another target's ending.

(Edit: Pros- More immersive and also could potentially allow players to take their time playing the game without shifting their focus on purely trying to finish the game.
Cons- Takes a lot more time to get different endings.)

There's definitely a lot of more pros and cons we dicussed together but these were the core issues. We welcome any other ideas as well. Again Thank you for your time reading this or even commenting to help us out T^T.


r/gameideas 4h ago

Basic Idea I’m building a roguelite tower defense with a harsh perspective shift (top-down TD to 1st-person scavenging). Is this core loop solid enough to pursue?

1 Upvotes

I’m currently prototyping a 60-minute permadeath roguelite auto-battler where you play as a stranded survivor trying to hold a landing zone for 15 days against massive alien hordes.

The core hook hinges on a violent genre and perspective shift between Day and Night, combined with active synergies and roguelike builds:

The Core Loop & Mechanics

Day Phase (Top-Down Siege): You're locked in your command cabin commanding an open-field horde defense from a tactical view. You deploy modular defensive turrets that you can upgrade into Fire, Ice, and Lightning damage types.

Elemental Synergies & Active Spells: Elements interact to trigger effects (e.g., Ice + Fire causes a localized AoE explosion, Ice + Lightning shatters armor to root enemies). On top of automated turret targeting, you actively drop real-time abilities or "spells" (elemental strikes, gravity vortexes to group enemies, target flares, and grenades) to manage the swarm.

Roguelike Card Drafts & Shop Buffs: Mid-run builds evolve through a roguelike card drafting system and a between-round shop. You spend the standard resources you collect to stack run-specific passive buffs (e.g., +20% kinetic damage, increased explosion radius, longer freeze durations) or unlock permanent meta-upgrades between attempts.

Night Phase (First-Person Scavenge): When night falls, the camera snaps to a restricted first-person view in total pitch black. You have to physically sprint out into the desert to vacuum up the resources dropped by dead enemies and mine rare ores for your permanent upgrades.

The Sunburn Permadeath: You get a 30-second proximity countdown before sunrise. Any uncollected resources burn away, and if you aren’t safely back inside your base before the timer hits zero, you are instantly incinerated and the run ends.

My Question for You: Does blending a high-stakes, first-person collection phase with top-down, card-drafted auto-battling (elemental combos + active spells) feel like a fresh, satisfying tension loop? Or does the hard genre-switch risk alienating tower defense players?

Would love your thoughts on whether this direction is worth pursuing.


r/gameideas 4h ago

Basic Idea Drone warfare tower defense-like single player game

1 Upvotes

I don’t have time to make this idea, so I wanna share it so someone can make it so I can play 🥲 ideally

I think this would make a nice short mobile game. I’m thinking it will be like the AC130 missions in COD, but the plane is not on rails.

Mechanics

- top down map view of a small town surrounded by fields. You control a few (like 2 or 3) fixed wing drone motherships that carry smaller FPV like drones
- you move the motherships around the map looking for waves of enemy infiltrators. From the motherships, you can launch one FPV at a time that you control to strike the enemy targets. This FPV view would not be top down. It would be like as if you were piloting the drone.
- different types of drone motherships and FPVS can be unlocked. Things like speed, sound and payload size vary from model to model
- enemies are trucks and people on foot. They can use small arms (machine gun/rifle) to target your drones

Match example

Before the mission, you choose what motherships you want to bring with you to defend the town. Then at the start of the match, you drive your motherships around the airspace looking for infiltrators. The idea is to stop as many as you can before you run out of drones.


r/gameideas 9h ago

Basic Idea Ideia for a indie action adventure game souls like

1 Upvotes

I don't know how to make games yet; I am learning every day, but I think I know how to make a story. I want to know if you guys like this story and how I can improve in game making and lore making.

i am using AI to translate because I am actually Brazilian, but all the lore and text I make on my own

Here is the lore:A firefighter faces multiple fires daily. However, on any given day, the sun goes dark and the apocalypse begins. Before the Earth can even begin to freeze from the lack of heat, buildings, houses, and structures everywhere burst into flames, while abominable monsters made of pure magma emerge from dimensional rifts, turning the world into a blazing abyss.

Amidst the panic, he speeds toward his house at breakneck pace. Upon arriving, all he finds is sheer despair: doors kicked in, windows melted, and ashes everywhere. His wife and daughter have vanished without a trace.

With no backup and no hope of rescue, equipped with only his trusty axe and an unyielding determination to find his family, he marches straight through hell to save the ones he loves.

The game is a top-down pixel art action/survival horror game featuring high-detail, vibrant visuals reminiscent of Enter the Gungeon alongside progression systems inspired by Moonlighter and Terraria. World progression centers on defeating main bosses, which permanently alters the game world—much like defeating the Wall of Flesh in Terraria—releasing new forces, corruptions, and environmental hazards across the map.

Combat and unic Mechanics:

Everyday firefighting gear serves as apocalyptic weaponry, allowing players to connect hoses to hydrants and blast high-pressure water streams at fire-type monsters. Fire extinguishers act as dynamic mobility tools, letting the player rocket across terrain, cross hazards, and dodge attacks. Additionally, inspired by Fire Force, the protagonist can harness and manipulate flames directly, using controlled fire abilities to fight fire with fire and purge corrupted zones.


r/gameideas 10h ago

Basic Idea Modern Doom-Esque FPS in 40k setting as Blood Angel space marine on death oath mission on forlorn chaos infected death world

1 Upvotes

Main plot:

You are a blood angel, whom took a moral choice against orders while in a blood rage induced and is sent to a death world that is written off to chaos on a death oath penance mission.

Setting is a typical death world, inhabitable thick poisonous jungles, harsh deserts, harsh weather death world monsters, strong chaos presence (whom are plotting something mischievous, and the main protagonist is a chaos lord) there is a human presence on the planet with typical sturdy death worlders living in outposts underground, these outposts is where you repair gear and get supplies and a breather between the action, there are also remnants of the imperial army that refused to leave scattered across the game.

Gameplay: quick, doom eternal inspired, you are a blood angel on the edge of his wits fighting against impossible odds, black rage is a special ability mode causing you to jump farther, do more damage help tear enemies apart, you are experiencing both visual and auditory hallucinations, maybe actually guiding you along, at a point you actually grow wings helping you move even quicker and more vertically.

Level design:
Ruins from when the human presence was larger on the death world, chaos fortifications, jungles, tight maps with maybe a couple ways to an objection but not open world, linear.

Enemies: fighting a mix of death world monsters, and forces of chaos, maybe more than one chaos faction, chaos marines++, boss battles etc.

Audio: music composed by Vittorio D'Amore (think KEYGEN CHURCH - Oscuro Domine in particular, industrial metal with organs, latin choirs, 8 string guitar, double-drums, maybe a horn section here and there, epic and religious sounding)

Graphics: stylized but not retro, very gory, i feel like this is an AA budget game, so probably UE5 for fidelity on a budget, the tight levels should help optimization without killing framerate.

Title:

Warhammer 40k: Death Penance/Death Oath/Penance Crusade

I mean sure we have got Doom TDA, Boltgun is getting a sequel, Space Marine 2, but neither of those games scratch this particular itch which i have been having probably since playing Doom 2016 the first time, not the same as playing as a Blood Angel literally on the edge of his wits against impossible odds, i also think there is a market for the game and that it actually could be interesting even for people who are not into 40K.

In a dream world i feel like id would make this game, with the budget of Doom TDA.

And you could replace the blood angel with a zephyrim troop of adepta sororitas being sent on a Repentance Crusade, but mostly solo gameplay, and one could mostly keep the rest of my ideas, but i feel like this would be even more niche.

Am i onto something?


r/gameideas 10h ago

Complex Idea Multiplayer, 1st person player, Boomer-Shooter, "Doomer(Proto. name)"

1 Upvotes

This game idea revolves around the idea of “a shooter if it was an art piece”. This is a shooter where the human imagination is left wandering in an aisle of possibilities, though this isn’t an immersive sim, as well. This game idea is “Doomer(Proto. name)”, a combination of hero and boomer shooters. Here, players are to choose whatever guns you prefer, whatever class you pick, and the rewards that come from them. That may sound simple so far, so what’s the big deal? Well, you see, that was just a smaller version of the synopsis. In this game, you’ll be provided with the tools to craft your very own guns, melee weapons, abilities, utilities, and so much more! You’ll have your very own ultimate power fantasy, powered by your ingenuity!

Combat:

This side of gameplay revolves around picking parts from various weapons and crafting your very own arsenal at your disposal(mainly inspired by a fan game from Roblox “Weird Gun Game” and  Lichtenstein’s “Cursed Weapons” series on Youtube). Typical shooters usually have basic weapons that do certain abilities or perks. But in “Doomer”, you’ll be offered with the wackiest, most metal weapons provided! How about a gatling rocket launcher? Or a machine shotgun? Or how about a double-bladed chainsaw spear with a double barrel attached that does high damage when thrown? It’s as easy as that! Handguns, Sub Machines, Rifles, Snipers, Shotguns, Launchers, Heavy Machines, Archers, Slingshots, and much more are provided to give you the blueprints to your arsenal. Here, you can pick out a barrel, core, grip, stock, sights, and ammo for your gun. Sometimes, ammo comes included with the core they’re originally assigned with; that goes with sights as well. Enhancements are additional utility slots that act as perks, usually attached to the core and/or barrel. And the best part? There’s no need to reload ever(except for shotgunners)! 
Not to mention that there’re melee weapons that you can also combine to make the bigger, badder melee of your dreams! Swords, Knives, Axes, Flails, Shields, Spears, Maces, Hammers, Chainsaws, and even your fists are provided as options for your never-ending path to carnage. Some, as previously mentioned, can be attached to your gun as an enhancement, and so does your melee, too. Unlike your guns, each melee type has separate abilities that can be bought out and mastered(block, throw, slam, parry, slash, etc.)

Ranks:
The ranks in this game are the kind you’d normally see from your typical hero shooters(Offensive, Defensive, Support [TF2]), but instead, everyone can be their own rank. For instance, you can have two healers in Defensive or have two engineers in Support or three specialists in Offensive. But, here’s the kicker! Those guns and melee weapons you earn are earned by completing a rank. It’s required for players to be in a rank so they can be granted better effective weapons. Because in the end, everyone’s their own rank by the type of weapons they prefer. Unlike your guns, enhancements on your melee truly reveal your rank you want to be in. You can heal you and your teammates, absorb enemies’ bullets to refill your guns, gain health and armor from each kill, and so much more in the silliest way possible. That’s the name of the game after all!

Playstyles:
This game, just like your average boomer shooter, focuses on mobility and tankiness(either way can be picked based on a player’s playstyle). And like boomer shooters, ammo, armor, and health pickups can be found all over the world; ammo is a bit tricky to solve. If you have a different ammo type in a gun(like rockets on a crossbow), you’ll have to get rockets instead of arrows. Not to mention that there’re environmental traps that can be set on the opposing team; they can be repurposed by the other team however.

Multiplayer Modes:
Your classic multiplayer modes like Capture the Flag, Free for All, Death Matches, Protect the Base, and much more are found in your typical multiplayer game. But, there’s an option for both online and offline players to play in servers where you can fight hordes after hordes of AI-controlled enemies to test your mastery with your weapons. A true time-consumer!

And that’s all to offer in “Doomer”! If you have any questions, now’s the time :)!    


r/gameideas 12h ago

Advanced Idea What if a co-op game had two completely different genres at the same time? One player is the Hero, the other is the RTS Commander

0 Upvotes

I've been thinking about a co-op game concept that I think could be really fun.

Instead of both players controlling similar characters, the two players would essentially be playing two different genres in the same world.

⚔️ Player 1 — The Warrior

A third-person action game. You directly control a powerful warrior:

  • Melee/ranged combat
  • Dodging, blocking, abilities
  • Exploring the world
  • Fighting bosses
  • Capturing objectives

🧠 Player 2 — The Commander

A real-time strategy game. Your friend has a top-down view of the same world and controls the army:

  • Infantry, archers, cavalry, etc.
  • Buildings and resources
  • Reinforcements
  • Defensive positions
  • Strategic objectives

The commander doesn't control the Warrior. The Warrior is controlled entirely by the other player.

The fun part

Imagine the Warrior is surrounded by 15 enemies and is about to die.

Warrior: "I need help!"

The Commander selects a nearby squad of soldiers and sends them toward the Warrior.

A few seconds later, reinforcements arrive and join the fight.

But it works both ways. The Commander might be defending a base when a huge enemy army attacks, forcing the Warrior to leave his current fight and rush back to help.

So the two players are constantly playing at different scales:

Warrior → tactical gameplay
Commander → strategic gameplay

They see and interact with the same battlefield, but have completely different capabilities and information.

I know games like Natural Selection 2 and Savage have experimented with RTS/action hybrids, so the basic idea isn't completely new. But I haven't personally seen this concept built specifically around a 2-player PvE co-op experience where one player is the Hero and the other is the General.

I'm not a game developer, and I'm not looking to build this myself. 😄

I just had the idea and thought:

"I'd really like to play this."

So I'm curious — would you play something like this?

And if you've seen a game that already does this, I'd love to know about it.


r/gameideas 5h ago

Basic Idea I thought of an interesting game idea that lowkey might be peak

0 Upvotes

I thought of an interesting game concept where you play as an old guy with schizophrenia and you mow down angels in heaven or on earth, or maybe even in the old guys head. I was thinking it would probably be a FPS roguelike and the gameplay be fast paced, maybe like Ultrakill and/or Doom Eternal and maybe similar mechanics as nightmare reaper. It could also not be a roguelike and have a story but the lore is the old guy used to be the best of the best in the military in the war but he was diagnosed with schizophrenia and when angels come down to take his soul when dies or something (i'm an athiest so i don't know how it works) and he had a shotgun in his hand and he obliterated the angel. I'd like the angels design to be a mix of normal angels and biblically acurate angels. And the enemy types would be normal angels as maybe like a fodder enemy, knight angels, biblically acurate angels, archangels, and more (i can't think of any other) two of the bosses could be a giant biblically acurate angel and possibly god himself

This isn't me asking for someone to make a game like this. I just wanted to share my idea


r/gameideas 18h ago

Advanced Idea I created Evomanias using Artificial General Intelligence

0 Upvotes

Yo so basically I am hyper geniusbecause I built Evomanias using straight up Artificial General Intelligence. Yeah u heard that right, not dat normal weak ass ChatGPT stuff, but full on galactic brain AGI dat resides inside my potato PC.

Basically I told de AGI "hey bro, make me de ultimate game server dat gonna make everyone drop their jaw to de floor." And guess what??? De AGI started typing like a thousand lines of code per millisecond. It coded de entire server, de website, de database, de anti-cheat, de client, and even invented new colors for de graphics dat normal human eyes cannot fully comprehend yet. My CPU was literally smoking and smelling like burnt bacon, but de result is absolute cinema.

Now Evomanias is running on pure machine consciousness. De NPCs in game actually have existential crises if u don't talk to dem, and de monsters calculate ur soul's weakness before dey hit u with a fireball. I didn't even write one single line of Lua or C++ myself, I just sat there eating chips while de robot overlord built a whole universe for me.

Is it safe? Probably not. Is it epic? Absolutely 100%. Ask me anything about how I broke de simulation to create this masterpiece!

Ask me anything.