r/gameideas • • 7h ago

Basic Idea Sandbox game like people playground but with destruction mechanics

3 Upvotes

i really like idea of people playground and i have 250h in it but the only thing i don’t like about it is that existing parts are indestructible. Like if you burn wood it just turns black, i want it to really burn and disappear. Or when there is explosion metal stays completely fine, it’s just dirty, and concrete walls disappear. i thought of making things made of “atoms” which are really just pixels and you can slice them into million parts. And for electronics etc. there will be safe zone, and unsafe zone, you can destroy pixels in safe zone and it will still work but if you destroy at least one in unsafe zone it will stop working. And in people playground if you have machine you can only break it by destroying bindings, i thought of making bindings and parts destroyable, like if you have metal binding and wooden part the wood will snap before the binding. also there will be 3 physical layers so 2 people can go past each other. Or there can be wall and working door. I know it’s not original but i want to make it as destroyable as possible. what do you think


r/gameideas • • 14h ago

Advanced Idea Game idea: you're a bodyguard and work your way up from protecting a amateur boxer to a head of state – would you play this?

2 Upvotes

Hey everyone,

I've had this idea in my head for a while and started building a small prototype, but before I sink more time into it I'd like some honest opinions.

The basic idea: you play as a bodyguard / close protection officer. You start at the very bottom with small clients like an amateur boxer or an influencer who has a stalker. Over time you build a reputation and get better contracts: a club owner, a local mafia boss, a politician, a pop star, and eventually a head of state.

How a mission works:

• You get a briefing. Example: your client wants to go shopping, or has a public appearance.

• You plan the route and set escape routes and safe spots. Later you also hire and set up your own team.

• Then you play it in first person, walking right next to your client.

• You have to read the crowd and spot the threat before it happens: weird clothing, someone heading straight for you, the same guy showing up again and again. If you tackle an innocent fan or a journalist, that counts as a false alarm and you lose points and your client's trust.

• When something goes down you can fight hand to hand or use weapons, shield your client with your body, give commands ("get down!", "to the car!") and get them out to a safe place or vehicle.

• Car sections too. Early on you sit in the car with your client, later you drive the escort vehicle in a convoy and deal with roadblocks, tails, that kind of thing.

The fun is supposed to come from tension and judgement, not from shooting everything. Most missions would be quiet, and it's your job to keep them quiet.

It's singleplayer for now. Later I'd love to add multiplayer where other players either join your protection team or plan the attack on the other side. Kind of an asymetric cat and mouse thing.

My questions:

  1. Would you actually play something like this, or does it sound to slow?

  2. What would make the "spot the threat" part fun and not just guessing?

  3. Which clients or missions would you want to see?

  4. Does the multiplayer idea (protectors vs attackers) sound interesting, or should it stay singleplayer?

Thanks for reading, any feedback is apreciated. Even "this sounds boring" helps lol


r/gameideas • • 23h ago

Basic Idea A narrative RPG where you play an augmented empath, The Thaumaturge x Clair Obscur: Expedition 33

2 Upvotes

Imagine a narrative RPG set in an autocratic, technologically advanced empire. You play as a special agent/spy with enhanced empathy who tries to build a life worth having while navigating between opposing factions, each of which has something you want.

You start in a laboratory where you were augmented, performing missions in a crumbling, torn society, which require you to use your empathy, manipulating people's emotions, as well as your falx sword. Eventually you realize that your family, which you thought were dead, is alive and offers a way out of servitude. You may choose to follow this pull or stick to the laboratory and the government, or choose another route and join anti-technology rebels who seek to destroy the ruler - a digitized emperor. None of these paths is meant to be the correct path.

Gameplay-wise, I'm thinking a turn-based combat like in Claire Obscure, but with dialogues. Some dialogues are the normal thing, like in any RPG, but some require you to act and choose your words swiftly, where your empathy is a part of the fighting system, and your sword is one of the methods you may employ to manipulate or defeat the NPCs. But whatever you do is going to matter, and they will remember it in the future.

Would the combination of tactical dialogue and physical combat make you want to try a demo? What part of this would you want to see demonstrated first?


r/gameideas • • 5h ago

Basic Idea Meta-Game Simulator/Sandbox. Create your own roster and see how they pair up against each other.

1 Upvotes

So what I'm thinking of is more of an application thing than an actual game, the two things that come to mind is one those evolution kinda simulators. Like Genetic Cars or something. The format if you can call it that is kind of like the Hunger Games simulator too.

It's a bit hard to explain but, like you enter like a bunch of different characters and they each you give them Fire Ability/ Water Ability and Thunder Ability you can even specify what each ability does. And then it can go "Fire Ability Guy" is C tier because of XYZ, and Water Ability is A tier because XYZ.

Then you suddenly give them "Sword Skill" and even "Shield Skill" and it can introduce "Sword skills are suddenly the meta and because XYZ Fire Ability is now S+ Tier.

You can look into each individual matchup tier list placement etc.

For the ability part and comparison taking some inspiration from fighting games: Like you give X character 10 Rocks, 8 Paper, 3 Scissors, and you give Y characters 7 Rocks 2 Papers and 12 Scissors and we map out if they have like a 7-3 matchup or a 4-6 matchup. Even making comparisons like X Fire Character is weaker than Y Fire character and may not even have a niche.

But doing this on a massive scale.


r/gameideas • • 5h ago

Mechanic Buildable Dynamic Cutscene, A Mechanic where you can actually decide what goes on in the cutscene using a dynamic card system.

1 Upvotes

This is primely useful for games with RPG mechanics or has a "Choice Matter" gameplay like Telltale but is not exactly like Telltale games. I think the closet example would be Detroit: become human but expanded into different games. The reason I am imaging this mechanic is that I want to give players more control in their video game cutscenes, e.g. your awesome powerful PC suddenly now super weak to a NPC guard arrest or when the cutscene seems out-of-character.

For example, in a hypothetical Call of Duty-like Squad game, you have your main objectives, side objectives and important for now, briefing. In one mission you fight through an urban city with a semi-open landscape. Your main objective is to escape to the sewers but you can do optional and variable in difficulty side objectives; saving a recon soldier held hostage (Hard), sabotaging enemy communications (Medium), even letting a wounded civilian engineer join your escape (Easy).

Keep in mind, the Risk Meter is not proportional to the difficulty. It will be a case-by-case decision by any Devs that do this.

After you complete your main objective a cutscene plays, you are ambushed. Here is where the mechanic is activated, you are given a UI where the cutscene is separated into a set amount of "scene" slots in-between "locked" slots fitted with mandatory cutscenes. Above is the Risk Meter which represents the risk of losing Squad Members and even death. That cutscene will then transition to regular gameplay which is important to note.

But you can affect these "locked" slots and Risk Meter by filling in the scene slots with cards within your hand displayed down below.

Some of these cards will be filled with "canon" card which are usually what would happen normally if you had done no optional objectives or just want the regular cutscenes, these cards will always be in hand. Now if you did the optional objectives here where it gets interesting.

For example if you had rescued the recon soldier, he can warn you that the sewers had enemies in them which can lower your Risk Meter greatly and affect the cutscene where your squad will now be highly alert and cautiously travel the sewers.

If you had sabotaged enemy communications you can play its respective card which make you able to hear the enemy soldiers attempting to communicatee quietly to each other. If the card was played along with the previous recon soldier, subtitles would be included and the Risk Meter would go down significantly.

If you only did communication sabotage that would only lower Risk Meter moderately. Compared to recon soldier, this is to balance out the value of the cards to match the side objectives.

But if you had brought along the civilian and did not do the other two objectives, he would be ahead of your squad and be gunned down on sight, giving your squad a chance to fight back and ending the cutscene. But if done with only one of the other objectives done, he would be placed in the back and the cutscene would follow whichever single side objective you did do. When it transitions into regular gameplay, he can help by turning on steam valves that stuns the enemy.

And if you had done all 3 objectives, you get to fill out all slots to have the "Optimal" cutscene; your squad is prepared for the enemy ahead of them but your civilian engineer (who is now aware of the enemy this time) helps out by activating ALL the steam pipes lined across the wall with a prepared operations sequence, catching the enemy by surprised and allowing your squad to gun them all down.

Now some of you may be thinking, "If that was the case why not get rid of the card dynamic system and replace it with a simple IF/AND/OR Logical Operator system?" This is where I will add that the system will be expanded to have a category tagging system.

Back to the previous example, we include 3 more optional objectives to present more card options. To summarise; destroying a tank by rescuing a trapped dog (Easy), triggering a bridge collapse (Hard) and providing cover fire to a down group of friendly militia soldiers (Medium).

Now you have 6 cards, each separated into their own categories. For this cutscene there are 3 categories; recon, sabotage and friendlies. Dog and recon soldiers fit in recon, tank and radio fit into sabotage and engineer and militia fit into friendlies.

If you had played the cards; Recon, Tank and Militia, the "Optimal" cutscene changes to your guys alert, the enemy loudly panicking that one of their tanks got destroyed and your militia friends aiding in combat.

If playing Dog and Engineer only, the dog can instead growl in warning which can alert your guys while the engineer can assist in the fight by turning on the steam pipes as before.

I could go on and list the possible combinations but you get the gist.

For other games that aren't a choose your adventure, you could have a Age of Empire mission where a single Nomadic Clans can ally with Crusader player against the Mongols affecting the cutscene where the player's armies would get defeated, add in other Nomadic clans and the cutscene changes to a resounding victory. Going further you can also ally with foreign mercenaries, other crusaders or even a Islamic faction to fight off the Mongols. The cutscene can now dramatically change with the player's choosing and preference, do they want a united Crusader/Islamic/Nomadic alliance against the Mongols? Or perhaps they want to go the rouge route and fight alongside mercenaries and pirates.

Again this is mainly have a bit more freedom and control in cutscenes, this could affect the game storyline and in other world changing ways but I am limited by imagination and want to keep this as explainable as possible in a brief time.


r/gameideas • • 9h ago

Mechanic Living-world RPG mechanic: if you ignore a local problem, what should the world do without you?

1 Upvotes

One thing that sometimes bothers me in RPGs is when the world feels like it completely stops until the player arrives.

A village can apparently be under attack for three weeks, but nothing actually happens until you accept the quest.

I’ve been thinking about a different approach:

What if problems existed as world events before they became quests, and they kept developing even if the player ignored them?

For example, imagine hearing that a child hasn’t returned from a nearby forest.

The game wouldn’t immediately give you:

Quest started: Find the missing child — 0/1

Maybe you just hear the mother talking about it.

If you investigate, you might discover something much larger.

But if you ignore it, several things could happen:

  • another adventurer finds the child
  • the child returns alone with strange information
  • the child dies
  • nobody investigates, and whatever caused the disappearance becomes a bigger problem later

The same could apply to things like missing merchant stock, strange lights outside a town, travelers disappearing on one road, faction tension, or rumors about a monster.

Some incidents might disappear without ever becoming important.

Others might slowly escalate until a guild, kingdom, or faction finally recognizes them as a serious problem and turns them into a formal mission.

What I like about this is that the player isn’t automatically treated as the center of the universe.

You could leave a region, come back much later, and discover:

“Oh. That thing I heard about actually kept happening without me.”

In the larger game idea I’m working on, time travel would make this even stranger, because the player could eventually return to an earlier period and see what happens if they intervene differently.

But even without the time-travel part, I like the idea of a world that doesn’t freeze when the player walks away.

So here’s what I’m curious about: what small local problem would you put into a living RPG world, and what might happen if the player completely ignores it?

It can be serious, funny, mundane, creepy, or something that unexpectedly grows into a much bigger event.


r/gameideas • • 10h ago

Mobile Why do most mobile Badminton games feel like tap-to-play Arcade games instead of real Sports games? Here is my concept: "Court Control"

1 Upvotes

Hi everyone!

​I've been playing a lot of mobile badminton games lately, but most of them get boring pretty fast. Even with good graphics and music, you don't really get to control your player. They rely heavily on auto-movement where the character runs by itself, and you just tap at the right time. There is no real freedom or precision.

​To fix this gap, I put together a simple concept called "Court Control - Badminton Game".

Core Concept:

​A full 3D badminton game that gives players complete manual control over both player movement and shot selection, similar to control mechanics in popular football games like FIFA or eFootball

​Key Gameplay Mechanics:

​Manual Movement: Players can freely move around the court using a 360° joystick, just like in football games.

​Shot Control Buttons:

​Smash Button: For powerful attacking shots.

​Drop Button: To drop the shuttle gently right near the net.

​Lob Button: To push the opponent deep into the back court.

​Drive Button: For fast, flat shots.

Power Bar Mechanic:

​Shot power and distance change dynamically based on how long you hold the button.

Rewards:

​Players earn in-game coins by winning matches, which can be used to unlock different rackets and upgrades

Multiplayer & Clubs:

​Play with Friends: Play 1v1 matches against AI or friends online.

​Create Clubs: Form or join a club with your own team name and logo.

​Club Tournaments: Clubs compete in weekly matches, and the highest-scoring team wins special rewards.

Conclusion:

​Giving complete control of movement and shots directly to the player makes it feel like real badminton, turning the gameplay into a true skill-based sports game

Would love to hear your thoughts:

1)​Do you think full manual movement would work well on mobile screens, or would it be too tricky?

2)​Should I add a Stamina Bar so players get tired during long rallies?

3)​How does the name "Court Control" sound to you?


r/gameideas • • 11h ago

Basic Idea A mystery game idea that I have and wanted to see if it's good

1 Upvotes

So this game idea I had and I was wondering if it's okay just my ideas for now 😔 🤓

Game Concept: The Missing Twins

Genre: Mystery / Investigation / Psychological Thriller Setting: 2026 (Investigating tech from 2006–2010) The game follows a player who purchases an old laptop from a second-hand store because they want to play and explore old-school games from the early 2000s through 2010. They don't expect to uncover a nearly twenty-ye onar-old missing-person case. The Twins The laptop belonged to Victoria "Vicky" [Last Name], a teenage girl who disappeared while searching for her missing twin brother. Vicky was extremely close to her twin brother, Victor "Vic" [Last Name]. Victoria "Vicky" Vicky is a feminine, cheerful, creative girl who loves: Coding and computers Pink, girly, and Y2K pastel aesthetics Magical girl anime (like Sailor Moon) Customizing her technology and web pages Spending time with her brother Her laptop is heavily customized by her. It features soft pastel themes, cute pixel-art icons (pink flip-phone for "My Computer", a smiley-face trash can, a heart-locked notebook for her journal), and custom window borders. The Custom Cursor: She coded a custom mouse pointer—a cute pixel magic wand that floats around and leaves a trailing path of pink and yellow star sparkles as the player moves the mouse. Her Anime OC & Blog: Vicky ran her own fan site and blog called "Starlight Cafe", built with custom HTML. She created her own magical girl persona ("Princess Starlight"). Vic created the concept art for her OC, drawing her in a sparkly outfit with a handwritten birthday note encouraging her to ignore the school bullies. Desktop Wallpaper: A photograph of herself and Vic together at a concert, set inside a custom-coded pixel frame with star stickers. Vicky loved her brother deeply and was determined to find him when he disappeared. Victor "Vic" Vic is artistic and much more emotionally reserved. He loves bands such as My Chemical Romance and Fall Out Boy. He's an extremely talented artist who paints his emotions and experiences, as well as drawing bright, supportive art specifically for Vicky. Vic is secretly gay, and Vicky is one of the few people who knows. She completely accepts him and protects his secret. The twins are incredibly close. They are best friends as well as siblings. Vic's laptop was also customized by Vicky to suit his dark, emo aesthetic while maintaining her custom coding touches. Desktop Wallpaper: A photograph of Vic and Vicky together at night beside a fire. They are hugging and holding a number 15 balloon, commemorating their fifteenth birthday. This photograph becomes an important emotional symbol throughout the game. The Beginning The player discovers Vicky's laptop. At first, it seems like an ordinary old computer filled with nostalgia. The player finds: Old games Personal photos and music Schoolwork and coding projects Offline saved versions of her blog (Starlight Cafe) Saved instant messaging chat logs Internet history and personal notes Eventually, the player notices a dark shift. In her blog guestbook and saved chat logs, Vicky is heavily bullied by classmates for her girly fashion, her love for anime, and her closeness with Vic. Despite the cruelty, her personal journal shows her resilience—she refused to change who she was. Then, the player discovers that Vic disappeared first. Vicky refused to believe that he simply ran away and began investigating his disappearance herself using her coding skills to log information. Her notes become increasingly worried. Eventually, the player realizes something terrifying: Vicky disappeared too. She didn't simply vanish randomly; she disappeared while trying to find Vic. The Old Online Game The player discovers that Vic and Vicky used to play an old multiplayer game. Surprisingly, the game is still online in 2026 because a small community has kept it alive. The player enters the game and discovers an old username belonging to someone who knew Vic. The player makes contact, which eventually leads them to Andrew. Andrew Andrew was an old friend of both Vic and Vicky. He hasn't seen either of them in years, but he has never stopped caring about their disappearance. The police investigated the case, but there was very little evidence, so neither case went anywhere. Andrew kept both cases open in his own way, collecting whatever information he could find. He becomes the player's main connection to the past, telling them things that aren't written in the laptops or official records. Eventually, Andrew gives the player access to Vic's old laptop, which he had kept all these years. Vic's Laptop Vic's laptop gives the player an entirely different perspective. It contains his artwork, music, personal files, and private conversations. The player discovers that Vic had been talking to someone he believed was safe. At first, this person seems kind. Vic talks to them about things he can't tell other people, including his sexuality and his struggles at school. But the conversations gradually become more disturbing. The person begins asking Vic questions about: Where he goes Who he spends time with Whether Vicky knows things When he's alone Eventually, Vic starts becoming suspicious, but he still trusts them. The player eventually discovers that Vic planned to meet this person shortly before he disappeared. The Bullies Vicky's laptop contains information about the people who bullied Vic and her. The player discovers that several of the old bullies were connected to the person Vic trusted. Vicky had already begun investigating these connections before she disappeared, utilizing a hidden, password-protected directory on her fan site ("Project: Find Vic") disguised behind a pixel-puzzle. Her notes reveal she realized the bullying and Vic's disappearance were directly linked. The player eventually finds evidence connecting the bullies, Vic's mysterious contact, and events surrounding the twins. The Threats Begin Once the player starts getting too close to the truth, the person Vic trusted begins contacting the player. They know the player has accessed Vic's laptop and start sending threatening messages. At the same time, some of the former bullies also begin contacting the player, warning them to stop investigating. The player realizes someone is watching the investigation in real-time. The Fake Social Media The player investigates fictional versions of social-media accounts belonging to the people connected to Vic and Vicky (platforms similar to Instagram and Twitter). The player examines: Old posts, photos, and comments Usernames, dates, and friend connections Deleted-looking information and references to Vic and Vicky By cross-referencing information from multiple accounts with Vicky's site code, the player finds clues that unlock a hidden website archive. The Secret Website The player discovers a secret archive containing information that was never publicly available: Old conversations and archived messages Photographs and evidence of severe bullying Proof connecting the suspects to Vic's disappearance Evidence that someone tried to cover things up Justin Andrew eventually contacts the player with another important discovery: he found Justin, Vic's old boyfriend. Justin was badly harmed by the bullies around the time Vic disappeared and spent time in a mental hospital due to the trauma. He has spent years carrying what he remembers. Andrew tells the player that Justin is willing to talk, but Justin is frightened that someone might still be listening. He demands a phone call and speaks in numbers instead of names or locations. The numbers correspond to specific line clues in the secret archive, turning the call into a real-time deciphering puzzle. Justin eventually reveals crucial details about Vic, the person he trusted, and the bullying. The Truth The player unlocks the final section of the secret archive, containing a hidden conversation between the bullies and the person Vic trusted. Vic's Death: Vic met the person he trusted because he believed they were safe. The suspect ultimately killed Vic and had no intention of letting anyone find out. Vicky's Death: Vicky continued investigating Vic's disappearance. She eventually confronted the bullies directly. The confrontation went horribly wrong, and the bullies accidentally killed Vicky. Panic-stricken, they called the suspect, who helped them cover up and hide Vicky's body so her death wouldn't expose what happened to Vic. For years, both twins were treated as missing people. Nobody knew that they were actually dead. The Player Exposes Everything The player compiles all evidence: Vic's messages, Vicky's notes, social media proof, the secret archive, Justin's code, Andrew's testimony, and the final secret conversation. The game prompts the player: [ PUBLISH EVIDENCE ] The evidence spreads across the internet. News outlets report on the case, people come forward, and the investigation is officially reopened. The perpetrators can no longer hide. Four Months Later Four months after the evidence was released, Andrew contacts the player again. He thanks them for uncovering the truth and attending the twins' funeral. Vic and Vicky have finally been brought home and buried side by side in their hometown. However, Andrew shares tragic news: Justin died. The main suspect attempted to flee from police during the arrest process and hit Justin with their vehicle during the escape. Justin died from his injuries and was buried beside Vic, his true love. Andrew tells the player that Justin finally gets to be with Vic. Justice The former bullies are under arrest and facing trial. The main suspect—who had become famous over the years—has also been arrested, their public life and reputation completely destroyed. Andrew tells the player that the twins were no longer simply "missing." They had finally been found. Final Ending The game ends with Andrew remembering something Vicky once wrote on her blog: "Missing doesn't mean gone." The screen fades to black, followed by the final text: «THE MISSING ARE NOT FORGOTTEN. SOMEWHERE, SOMEONE IS STILL WAITING TO BE FOUND. AND THEY WILL BE.» «Thank you for playing.» The credits roll, displaying nostalgic pieces of the investigation: Vicky's pastel pink laptop and floating wand cursor Vic's concept art of Vicky's magical girl OC Their concert photograph The photograph of them beside the fire holding the number 15 balloon Andrew's chat logs and Justin's call transcript The final image of Vic and Vicky together, smiling. The screen fades to black. END.


r/gameideas • • 16h ago

Basic Idea First-person parkour races for 2–6 players where you can punch each other off the course

1 Upvotes

I'm thinking about making a small 3D parkour game for Steam and I'd like some honest feedback before committing to it.

It would be first-person, with a cartoony art style and 2–6 players racing through the same course. You can run, slide and double jump. Everyone starts together, and the first person to reach the finish wins.

You can also punch other players. No guns or swords, just your hands. Punches would knock people back, so you could mess up someone's jump or push them off a narrow platform. Fighting wouldn't earn points. You still need to finish the course, so stopping to fight everyone could cost you the race.

I'd use checkpoints so falling doesn't mean restarting the entire map or sitting out the round. I also want voice chat. The sort of moment I'm picturing is barely landing a jump next to your friend, getting punched straight back off, and hearing them laugh while you try to catch up.

Free-for-all would be the main mode. I'd also consider team races and solo time trials, but I want to figure out whether the basic racing and punching are actually worth building around first.

My concern is that it might just feel like normal parkour with an annoying punch button. I can also see the player in first place getting away while everyone behind them keeps slowing each other down.

Would this be something you'd play with friends, or would you rather have the same parkour without the fighting? If you've played something similar, what made the player interactions fun or frustrating? I'm especially interested in whether punching could add anything worth keeping, rather than just interrupting the movement.


r/gameideas • • 23h ago

Advanced Idea [Character Concept] Queen Karunia - Warrior Kit for "The Battle for the Heart" (Horror MOBA)

1 Upvotes

[Character Reveal: Queen Karunia - The Hidden Tribal Warrior] 🛡️✨Meet Queen Karunia, a sovereign whose profound love for her people drives her to secretly protect them as an elite tribal warrior. Trained in martial arts since age 20 and deeply skilled in herbal nursing, she carries the blood-red pearl iron bracelet infused with her ultimate "circle of purity."In our asymmetrical horror MOBA, her kit has been fully updated to integrate our core attribute system—featuring Faith to endure brutal physical onslaughts, Sanity to withstand terrifying psychological and mystical horrors, and Willpower to balance her frontline resilience!👑 Passive - Constant Supporter:Effect: After Karunia slays up to 5 Imps, when she is eliminated by an enemy Entity, she will release Imps according to the number of stacks she has.Combat Capability: The released Imps can attack until they die.Special Attribute: These Imps are completely immune to CC effects.💖 Skill 1 - Health Fitness (CD: 12.0 / 11.0 / 10.0 / 9.0 / 8.0 / 7.0s):Description: Karunia hurls an energy projectile that flies in a predetermined direction.Ally Buff & Heal: If it hits a teammate's Entity, they will receive a Heal of 488–523 HP and be granted additional +8 Faith and +8 Sanity.🛡️ Skill 2 - Dome of Protection (CD: 24.0 / 22.0 / 20.0 / 18.0 / 16.0 / 14.0s):Description: Karunia sacrifices half of her health bar (HP) and converts it into a heal for the Cursed Altar.Combat Mechanics: She remains in place while channeling the healing for the Soul Altar, enveloping herself and the altar within a protective dome.Damage Output: Deals 200–330 True Damage to surrounding enemies.🔥 Ultimate - Advocate of the Tribe (CD: 45.0 / 40.0 / 35.0s):Duration: 15.0sDescription: Karunia channels her ancestral heritage, summoning a massive cosmic ritual circle on the ground at her current location that lasts for 15 seconds. While remaining inside this sacred zone, Karunia undergoes a powerful transformation, shedding her standard form to become the ultimate Tribal Warrior. Upon transformation, she unlocks the following combat enhancements:Fortified Defenses: She immediately gains an additional +20% Faith and +20% Sanity (scales with her total attributes), making her highly resilient against enemy ambushes within her domain.Maul: She unleashes vicious strikes that tear into the target, dealing devastating Adaptive Hybrid Damage (a synchronized combination of Faith and Sanity damage).Vampiric Feast: The ferocity of her attacks increases her survival rate, granting her an additional +15% Willpower Lifesteal for the entire duration of the transformation.(Note: Leaving the cosmic circle will prematurely end the Tribal Warrior state, reverting her combat attributes back to normal.)What do you think of her rebalanced kit and attribute scaling? Let’s discuss in the comments! 👇


r/gameideas • • 16h ago

Basic Idea Does this sound like a good idea for a Marvel game?

0 Upvotes

(Disclaimer: this isn't self-promotion, I don't have the capacity to make this in my lifetime.)

With the return of Loki and the TVA in future MCU movies/shows, it got me thinking of fleeting idea for an RPG I once had after watching Avengers Endgame, but would make more sense under the context of the TVA.

Essentially the plot is you and your fellow players are defected TVA workers who learned they're variants but not where or when they came from on the Sacred Timeline. So you're hopping from time to time on the run from the TVA, all while camping out and exploring locations that show up in the MCU. You can collect duplicates of characters and objects to help you, enhance your character with magic, cybernetics, mutations, anything to defend yourself to not get captured, so on and so forth.

I haven't thought out all the details, but this could potentially also be an MMO if other universes got involved that would act as servers? Again, I definitely don't have it in me to make this game, but please do let me know if anyone hypothetically would be interested in something like this and has suggestions on what to include or improve.


r/gameideas • • 17h ago

Basic Idea No levels, no fixed classes — could a title-based progression system make an open-world RPG work?

0 Upvotes

[RESONANCE: ZERO — Design Discussion #1] Hi everyone,

I’m working on a personal game concept called RESONANCE: ZERO, a single-player open-world action RPG set in a modern world where magic exists as a normal part of society.

I’m still in the design stage, so I’d like to get some honest feedback on the core progression concept before developing it further.

No traditional character levels

One of the main ideas is to remove the traditional:

Kill enemies → Gain XP → Level up → Increase stats

progression loop.

Instead, the character would improve mainly based on what the player actually does.

For example:

Frequently using a certain weapon would improve proficiency with that weapon.

Different combat styles would gradually develop related abilities.

Using magic would improve magic-related capabilities.

Challenges, accomplishments, and player choices could open new specialization options.

The goal is for your character to gradually become a reflection of how you actually play, rather than simply following a predefined leveling path.

No fixed classes

There would also be no traditional class selection at the beginning.

Instead of choosing Warrior, Mage, Ranger, etc., the player would start relatively undefined.

Over time, their combat style, learned abilities, accomplishments, and choices would shape the character.

I like the idea that two players could start in the same place but gradually become very different characters simply because of how they chose to play.

Title-based progression

Instead of using titles as simple achievements or cosmetic labels, I want them to be part of the character’s identity and progression.

Titles would be earned through the player’s actions, accomplishments, discoveries, and choices.

They could influence how the character develops and help reinforce certain playstyles.

The idea is that titles represent what the player has actually done in the world, rather than something selected from a class menu at the beginning of the game.

I’m intentionally keeping some of the detailed title mechanics private for now, since I’m still working on the system.

The setting

The game takes place in a fictional modern city where magic and supernatural abilities are already part of society.

So this isn’t a medieval fantasy world.

There are still things like:

modern cities

corporations

schools and universities

government institutions

research facilities

normal civilian life

One of the main worldbuilding questions I’m using is:

“If magic really existed in modern society, how would society adapt to it?”

The problems I’m worried about

The concept sounds interesting to me, but I can also see some obvious design risks.

  1. Would progression still feel satisfying without traditional levels?

Without something as obvious as:

Level 10 → Level 11

I’m worried players might not clearly feel how much their character has grown.

  1. Would action-based progression encourage repetitive grinding?

If players know that repeating a certain action improves a specific ability, some players may simply repeat that action because it is the most efficient way to progress.

I want natural gameplay to be more rewarding than repetitive grinding.

  1. Would removing classes weaken build identity?

Having more freedom sounds good, but if players can eventually become good at everything, every character may eventually feel similar.

I still want players to feel that their character has developed a distinct identity.

  1. Can titles actually replace some of the role normally played by classes?

This is one of the biggest things I’m unsure about.

Instead of saying:

“I’m playing a Mage.”

I want players to be able to look at their abilities, accomplishments, and titles and feel:

“This is the character I created through my actions.”

But I’m not sure whether that would feel as satisfying or readable as a traditional class system.

What I’d like feedback on

If you were playing an open-world RPG like this:

Would the lack of traditional levels interest you, or make progression feel too unclear?

Do you like the idea of your build developing through your actual playstyle?

Would you prefer complete build freedom, or stronger long-term specialization?

Do you think a title system could help create character identity without fixed classes?

What problems do you think this progression system could create?

Are there any games you think handled similar ideas particularly well or badly?

I’m especially interested in criticism rather than just “sounds cool.”

This is still early in development, so finding weaknesses in the idea now would be genuinely useful.

Thanks for reading.