First person dwarf fortress with roguelike dungeons
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Basically Cyberpunk 2077 MMO, with more of everything. But also a good single player story.
i.e. more body types, more cyberware, more RPG options/builds. More missions, mission types which favor different builds (i.e. stealth vs head on assault vs speed vs hacking). More environments (including space) and other cities around the world, and the Net as well, with more to explore.
mobile game like flappy bird.
instead of it being a bird, its a top-down view of a toilet and the player has to piss in the bowl.
levels get more difficult as you progress.
- piss blasting poop off the bowl
- pissing around the soaked lunker that will break open and end the game (it slowly follows your stream so there's no way of avoiding it)
- avoiding dripping on your pants
- piss out the fire
- drawing in the snow
- exotic places to piss; next to an electric fence, on a presidential face, in a bottle, down a tube, space station toilet, etc
there would be power ups/downs too;
- piss blaster to increase pressure at a loss of volume
- increase bladder size
- gonorrhea/blood
- acidic piss that eats through stuff
- dick size increase/decrease
- Parkinsons
- drunkness
- kidney stones
I would expect there to be around 32 levels, a compelling storyline with relatable characters, and a way to freepiss and piss with friends.
since it's a mobile game, hold the phone like a penis. tip it downward to piss faster/harder and swivel it to aim.
the name of the game would be called "Agents of P.I.S.S"
if successful, DLC will be published for Christmas called "Merry Pissmas" and will include voice acting by Patton Oswalt.
good luck whoever wants to take this game. I've been sitting on it for 20+ years.
make my golden dream come true!
A game similar to Oregon Trail, where you guide a dwarven trail across a post magical apocalypse to start a new dwarven outpost, gameplay would focus on hard calls, trading the future for the present.
the cetra prequel i was writing that merges the tales of the gi the cetra and the humans and tells the tale of how selected cetra were blessed with the power to become the weapons
VR Mafia game where you play as a criminal. It differs from GTA by being less comical and satirical. I want players to be able to experience what it's like to be a gangster without any of the actual risk.
Who hasn't wanted to see if they could plan and execute a heist or a bank robbery...without risking the rest of their life? Ever wonder if you could cut it in the version of the multiverse where you're a hitman for the Gambinos? Or a cartel lieutenant? How about a mid-level white collar criminal? This game lets you try them all in a serious manner without serious consequences.
i want it to be disabled-accessible, so you can sit and play with any kind of controller and with the ability to map to any kind of controller. You can choose to experience the game as abled or with a disability like a wheelchair if you like.
Expansions could add new nationalities of gangster, in the way that Age of Empires used to add new empires to the map via expansion back in the day.
Game must be available as single-player but also a multiplayer option.
The microtransactions are some version of Bribes or Bribe Bucks.
Viva Pinata - More Trouble In Paradise
A game about a decapitation strike on Israel’s leadership. Then it would have a scene partway through just like in Band of Brothers when they liberated the concentration camps, frame for frame.
VR game. Finger tracking controller mandatory. Basic gameplay is that of a wizard, casting spells. Each finger is an element, like air, water, fire, earth, life. You cast a spell by holding an element and drawing a shape in the air then gesturing. So a fire bolt would be hold fire, move in a line to point the direction, release fire mid throw. To make a fire ball, hold fire, then draw a circle in the air, then throw, release in the throw. Allow the user to make up spell effects by combining elements, shapes and gestures. Combine air and earth, draw a spiral, point at an enemy to trap them in air bands and earth bonds. Paint an ally in broad strokes with life to heal, etc. Moderate inspiration from Wheel of Time, if you've read it.
The gameplay of finger-wiggling mage sounds fun. Add bullet time for easy mode/overpowered.
A dungeon crawl mmo (top down), optimised to an obscene level so that the server costs are negligible and the only "premium" feature is a star next to usernames costing £5.
Theme the dungeons after the Etrian Odyssey series, go for a chill soundtrack, and create a wholesome social experience the world can enjoy.
Been toying with an idea for a while. Cosmic horror where the only way to win is to leave almost immediately. You play as a group of four engineers sent to repair comms at an Antarctic research base. The goal is you arrive, see shit’s fucked, and head back to the boat immediately.
If you choose not to, you assign one weapon/tool to each party member. Wrench, welding torch, ice pickaxe, etc. the trick is that the tools determine which characters die, so even if you start over and change the assignments, whoever has the wrench dies at the same time, every time. And I want there to be “wrenchable” objects after that story point that you can’t interact with.
In addition, I want Bloodborne style sanity points that you get for interacting with the world, and the more you have, the worse things get for you. Essentially, I want to punish people who play games the way I do and explore every single crack.
Oh, and I want the monster at the end to be surrounded by invisible eyes that become visible as its head passes through them, like it’s emitting bubbles in reverse.
Edit: Forgot to mention that you can go back to the boat AT ANY TIME. The endings just get worse for you (and eventually, the world).
A clicker game where you can cash in the money 1:1
I just want the a game publisher bankrupt.
TL;DR Something like Kerbal Space Program but with a bigger emphasis on setting up interplanetary logistics and colonies and an eventual win-state.
So, the premise is that you are the overmind for a race of eusocial cephalopods that live on an Enceladus/Europa like icy moon orbiting a gas giant. You've got the beginnings of a space program using the fact that your workers can survive in hard vacuum for a short time so you can build and send rockets up (easy due to the lack of an atmosphere and small gravity well) filled with eggs and plan manoeuvre nodes where an egg will hatch giving you temporary control of the craft for the life of the current worker (you can also hatch an egg on an ad-hoc basis but carefully planning missions is encouraged as, without other life support, the mass of the eggs is the primary payload mass that determines your delta-v).
You start off low on metal to create rockets (probably a starting stockpile + a very slow trickle auto-mined from your home moon to prevent softlocks) but a metal-rich asteroid has recently been captured as a submoon to your home moon. So your initial goal is to use your starting metal to build something capable of reaching this submoon, mining it, and getting back home to give you more metal to create bigger rockets to explore the rest of the starting gas giant moon system.
You can also start setting up experiments on the different moons and in orbit + a communication satellite infrastructure to get the data back home to start working your way through a tech tree giving you access to more components to build rockets from, more experiments to set up to bring in science faster and, in particular, electronic control systems that allow you to automate parts of the launch/manoeuvre process to break your dependency on the egg hatching mechanic (although these would only work in areas of space you've already visited manually to keep that mechanic working for exploration)
At some point, you unlock the ability to set up colonies on different bodies which allow you to automatically mine resources, build rockets in different places and start to use the automation tech to move it autonomously between orbits and ultimately between colonies. Setting up and expanding colonies would require a resource only available on bodies with a thick atmosphere (of which there would be one in your starting gas giant moon system + a standalone planet that's harder to reach at first but doesn't require you to climb out of the gas giant gravity well to help you expand out into the rest of the solar system) in order to make you still have to face the challenges of getting a rocket out of an atmosphere and/or let you play with SSTO space planes etc.
The point of all this would be to ultimately collect and ship enough resources to start putting together components for a big colony ship that would have to be built in sufficiently big colonies on specific types of bodies and then hauled to the edge of the solar system for construction. You'd then be able to send the fully built ship off into interstellar space and "win".
Also, use n-body physics (potentially a restricted form so the planetary orbits are stable and it only applies to your rockets/satellites/stations) to let super-nerds set up ITN style low energy transfer orbits passing through Lagrange points because why the fuck not. It's a fair amount of extra work for a fairly niche use-case but you did say no compromises.
I will call it prime minister.
The player plays the role of a prime minister running a country leading a team - played by AI agents - of staffers. You start by talking about your ideal government, and the game builds an organization that suits.
It's simCountry but very little clicking.
Each 'day' starts with a verbal briefing over zoom with your staff. They tell you what's going on and then you tell everyone what to do.
They probably do it.
It probably has an effect, largely dictated by studies and historical record.
You can fire the ones who suck.
You have a court system and some senator-types who are largely NPCs but have themes and goals like planetary advisors of old space planetary management sims.
You don't know who's lying, you don't know who's effective, you don't know what her the approval numbers are honest.
If you get too bad or you offend a whackadoo cult you get Kirked or Nixoned. It's all a turn-based thing where the entire interface is you talking into a zoom call - with admins, with talk show hosts, with your spies.
Good luck, Senor Presidente. Try not to get "recalled" or accidentally discover socialism.
I would buy this game.
I will make a mod where you can bang your staffers with a chance of blackmail.
Gameboy style side scroller. Heroic squid fights off polluted flora and fauna before taking in a big boss. Final levels are going up against the polluters and their bosses.
Check out Darwin's Paradox. It's an excellent game 😁
Spiritual successor to Eco the Dolphin?
Tyranny 2
Primary gameplay loop of FTL: Faster Than Light, but an overall structure and writing of a Fallout game.
Instead of leveling up an individual persons skills and gear you're hiring crew and equipping a ship, which you manage by manning stations etc.
Visitors
You're a the leader of an alien race roaming the universe in search of sentience. You arrive to Earth and your projections see that human life will perish in less than 100 years unless humans revert the damage to the planet.
You explain this. You promise amazing tech and knowledge if the changes start happening. Nothing changes in the first year. In fact, trillionaires push through social media and the news outlets scream about the danger of "the alien woke mind virus" and people starts hating you.
Your mission, through draconian and inapelable actions, is to decimate the power of trillionaires, redistribute wealth, ensure all countries have progressive governments which promote education, science and general prosperity. Violent, backward, antiscience countries, regardless of their former power, must get removed from the political scene so the more humane, friendly, humanitarian countries start collaborating in improving the world.
It would be a total commercial failure, but what a notion.
My design path started from the idea of “An open world game, with a chain to keep you broadly on a certain path”. So you can explore, but should never go TOO far from your moving “home point”.
I’m sure many gamers will decry not having total freedom to go anywhere, but I’ve found some of the best stories in games do require some restriction on player freedom. So, yknow, live with it.
The basic idea I have is of a woman in love with a traveling doctor, who falls ill, and enters a coma. She loads him into a small wheeled caravan, and starts a journey across open lands, initially to locate another doctor familiar with his condition, but then eventually to verse herself in experimental medicine enough to cure him herself. On the way, she learns basic swordfighting, other strange recipes and brews, and meets a variety of societies; some great, some selfish. There’s heartbreak and sacrifice, but in the end the Doctor is cured from his coma.
KSP + minecraft create aeronautics + factorio Need i say more?
Been daydreaming about a city builder sim that realistically characterizes cars. No "magic parking", no perfect drivers, with pollution mapping, traffic deaths, an average commute time per citizen as a statistic, that kind of thing.
I imagine it starting out exactly like Cities: Skylines, where you start building out your town with commercial and industrial and residential zones. As you lay out roads and utilities, the citizens keep demanding more parking and bigger roads. If you build them, your town becomes mostly parking lots and huge, dangerous roads. People complain about living near pollution, loud car noises, traffic deaths and commute times. Your town would have negative income from all of the building and maintenance costs and constantly be needing to be bailed out due to how expensive it all is.
The trick, then, would be not to listen to the complaints from car drivers. The only way to build your town where the budget is balanced properly is to increase density, utilize mixed use areas, and to build as few large roads and utility corridors as possible. The game wouldn't tell you this outright, it would simply give you realistic price tags and maintenance costs compared to people moved and let the player problem solve and optimize.
There would be a robust palette of micromobility options, public transit, greenways and parks and pedestrian areas. Car access would be optional for building placement and based more on emergency vehicles or services. You could design your own streets with your desired configuration of bike paths, street cars, pedestrian walkways and green spaces and save templates to use elsewhere.
There would be lots of beautiful middle density building models, parks, and plazas, and a mode where you could rehabilitate an already developed car centric city.
If someone made this game I would be so happy and play it all the time, making a perfect transit utopia
Bloodborne 3.
There is no answer here other than Half-Life fucking 3.
If there were any way to legally force a game to be made, it would be HL3.
Keep the meme alive and make Half Life 4 instead. Reference things that would have happened in 3 if it had been made.
Let's just call it orange box 3 and cover all our bases with Portal3 and Tf3
Conscripted
A game where you're conscripted into an army for an authoritarian regime and sent to commit atrocities against innocent people on their behalf. You can play through the game normally, following orders and getting an ending of some kind.
Or, you can go AWOL, betray your country, and organize a resistance. This option will not be advertised or indicated by the game in any way; it's available only to those who dare try to go against the game.
Open world ? This is fucking awesome idea
reminds me of not for broadcast.
That's a great idea. Reminds me of what Spec Ops: The Line was going for in a very small way. The game has a specific narrative that you can't diverge from like usual, and that's also part of the point, but you do have a couple moments where you can get creative about completing the "orders" the game is tacitly giving you.
In game design terms, there are moments where you have more gameplay affordances than you might realise.
Two options: The Elder Scrolls level open world with BG3 level writing (incl. branching paths and party members) (and add some better realtime gameplay in the mix too), or a BeamNG / My Summer Car style realistic vehicle sim with a Kenshi style open world and survival elements (imagine you've got a mission involving a faction far away, but midway there the check engine light lights up and it's becoming nighttime...)
I want Sugar Rush from wreck-it Ralph to be a real game. That or another Sailormoon SNES style puzzle game.
Picture this:
Side-scrolling/three-quarter perspective, SNES or Genesis era Vampire game. The game is very high contrast, to let you play with light and shadows.
The game starts with you getting bit by a vampire. The goal is to find and kill the vampire who bit you to avoid becoming one yourself. You have to fight your way through various monsters, like vampire underlings, familiars, etc., with mini-bosses sprinkled throughout.
As you progress through the game, you slowly develop vampire powers as you're turning. You get stronger, faster, learn to fly or transform into animals... whatever. You can slow the progress by hanging out in sunlight, drinking holy water, eating garlic, etc. However, you can also speed up the progress to become more powerful by hanging out in shadows, drinking blood, or handling cursed items.
At the end of the game, your character decides whether to kill the vampire or embrace the lifestyle, depending on how far your transition has progressed throughout the game.
This sounds really fun tbh. Multi-pathed games are great. I'd play this.
Black and White 3.
Fuck those games were good. Prefered the first one though.
A social media game that rewards players for demonstrating they they read the entire item they're commenting on and they understand what it says.
It's an over complicated mess.
A roleplaying game where each person can build their own world with its own mechanics and aesthetics.
Within the world, the leader gets to build the economy, deciding how players can trade and how they're taxed. As well as getting to build he aesthetic, deciding what the ecology is like, what races and species exist, etc. and the very laws of physics, deciding what combat is like if it can even happen at all, and how players can build within their world.
Then there's some form of optional inter-world mechanics where there can be trade or war.
So everyone has the option to just ostrich unto their own ideal world or live inside someone else's world. You can just make yourself the absurdly OP god of you world with a class that's exclusive to you and stay there all the time, or you can build somehow elaborate and fair that brings a lot of other people in.
Having more people participating in your world would translate to more power in the interworld mechanics, and the leaders in those mechanica get to have the most influence over how they work.
It's a game build by its players that grows and evolves over time eventually containing its own history that the players created.
Idk, somewhere on some machine I have like 40 pages of thoughts on how this would work that are now well lost.
But I think it'd be kinda cool... if impossible to build and hopeless to fairly maintain
Oh, this is gonna be one of my longer comments..!
Imagine the Fallout universe only less grim and less apocalyptic. There have been not dirty/radioactive world war, but a massive solar flare that fried all global electronics. This leads to mass disarray, as society is so dependent on electronics that we're facing a total societal collapse. However, people do not turn wild and crazy like in the Fallout franchise, Metro franchise, or others.
This is set in the year 2051, about 4 years after the solar flare called the DC (The Digital Cleansing). The first few months after the DC people panicked, and raided most stores and such for food, and a lot of people died, especially in the bigger cities, due to lack of food and transport. A lot of people thought ahead however, understood what this meant, and moved out into the countryside to live off of the land just like humanity did back in the days.
You are a Longing One; someone who longs for the times of the past, looking through ruins to find functional technology. You disassemble it, learn it, document it, and rebuild the modern society from your little village. Most people are helpful and encouraging of your adventures, but of course some people who believe the past should stay in the past.
You will face environmental dangers (abandoned structures and global warming related events), manage your resources on your excursions (hydration, temperature, sleep), and dig through all kinds of buildings - libraries, research institutes, governmental offices, and normal homes.
Back home in your village you will be able to grow fruits and vegetables, tend to animals, and trade items with your neighbors for resources both for survival and for excursions. You get to help your neighbors with quests like finding certain items in the ruins or helping them rebuild something on their farmstead.
The ultimate goal of the game is nothing more grand than a village that thrives - you grant them electricity, steady resources, and a happy life, while finding small stories both in the present and the past that tells you of how things were and have become.
A mostly peaceful game, where there's realistic documentation about how technologies work, and a village that grows from your contributions.
Love the idea! I feel like there could be multiple paths to take in regards to farm tech.
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The Way Things Were. Back to computer chips in everything and internal combustion engines. Fancy tractors of today that ppl can't work on cuz software bullshit.
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Sweat and Toil. Old school farming tech pre engines of any kind aka horse and ox power. Basic blacksmithing and stuff.
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The Engines of Yesteryear. No computer chips or very simple ones and internal combustion engines/lost of green house gases. Like 1960s tractor tech.
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Solarpunk Tomorrow. All electric tractor with simple computer chips. Nothing too fancy, just solarpunk tractor.