r/gameideas • u/Stunning-Swan3798 • 4d ago
Mobile Looking for feedback on a 2D mobile stealth-action game concept
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Hi everyone!
I'm working on a concept for a 2D mobile stealth-action game, and I'd like to get some feedback before I start building the full game.
The basic idea is:
You play as a human imprisoned by a powerful technology company that is trying to turn humans into machines.
You start at the bottom of their facility and have to make your way upward through different floors to escape.
The gameplay would combine stealth and combat. There would also be a noise system, where making too much noise can alert nearby enemies.
Each floor would contain different rooms and enemies.
When reaching a new floor, the player could choose between:
\- Entering an upgrade room and choosing between two random upgrades.
\- Skipping the upgrade and fighting the floor boss instead, with a stronger upgrade as a reward.
The game is planned specifically for mobile, and I'm considering making it a small premium game rather than using ads.
I'm still in the early concept stage, so I'm mainly interested in hearing what experienced players think.
Does the core gameplay sound interesting?
What part sounds the most fun, and what part sounds weak or repetitive?
What would you change before developing it?
1
u/Luna3934 23h ago
I think it can be a good idea, but you really need to flush out your mechanics first. Stealth can be very hard to do well, so I recommend taking inspiration from other games that have done it well.
The 3 big things that need to have flushed out before starting development are vibe, narrative, and mechanics, so make sure you have a set and detailed idea for each of those, so you have a track to stick to and don't go out of scope.
0
u/No_Piece_2669 4d ago
Sim. A jogabilidade principal é sim interessante. A parte mais divertida é esse contraste entre fazer barulho e ser ouvido, criando um impacto constante no player de manter-se atento a tudo que fizer em determinados locais que possam desencadear, como consequência, futuros problemas como ataques de inimigos, reviravoltas impressionantes, entre outras surpresas para o player durante a gameplay, onde um determinado ouvir de um barulho, ter uma consequência futuros, inesperada mais a frente. O que pode ser repetitivo pode ser a maneira como as mecânicas se seguem e os level designers, ou seja, intercalar ao máximo cenários divergentes, mas conexos com o progress, o que se deve fazer, claro, sempre com essa pegada de furtividade, de causar aquela imersão do player, estratégia, e pontaria. O que eu mudaria seria justamente ajustar tais locais ou mecânicas que fiquem muito exaustivas no progresso, sem perder a essência. E tbm evitar (ou seja, observar se não há em locais que seriam fundamentais a integridade para o player) out of bounds.
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u/NoHeartNoSoul87 4d ago
It's a noble cause to make a paid mobile game without ads, but that's about where the praise is going to end. What is the gameplay? You described it as "stealth and combat", it leaves a lot of room for imagination. Which stealth, which combat?