a cyberpunk game where the undercity is dark and crime-ridden and in the middle is a tower that leads over a mile up and supports the upper city, which is bright and wealthy, and exploits the lower city
>building caretaker >you the guy keeping the building running >start in the ghetto or slums >residents call you to fix shit >lol valve puzzles >as you progress you can move to better buildings with more puzzles >make enough money to buy your own apartment building >upgrade it and keep fixing it for people You could end up being a millionarie in a coverall changing the old bulbs to LED.
>isometric turn based rpg >spells and abilities have different QTE's which can determine critical and critical failure (similar to Sabin in FFVI) >Ignoring QTE's results with no penalty, but attack/ability is less effective
You play as a lonely, quiet person who you create, and feel like going on a vacation. Tried from the flight to this area, you go to your very cheap, but very nice looking hotel room and take a nap. You wake up, and it's dark outside. If you look out a window, you can't see anything all the way down, just fog. When you walk to leave your room, you see a note that says "ENJOY YOUR STAY!" on it. This is where the nightmare begins.
You only have one life. If you die, you have to start all over again. The hotel is randomly generated, but you starting position is always the same, in the dead center of the 50th floor of the building, and there are 100 floors. You need to escape, and find out how. Throughout the game, you will meet numerous NPCs, who can help, hurt, or betray you. There will be 30 of them total, and 3 will have static personalities for all playthroughs, while the others will cycle their motives. Someone who will help you one playthrough may want to kill you the next. 5 of them will also be monsters, and have a high chanced of not being trusted by other NPCs that aren't. The three with static motives will be part of a main line to actually escaping, though you don't need to work with them to beat the game, but will have to if you want to get different endings, two of which can be achieved alone, and the other 3 with the NPCs. One is good, one evil, and the other is neutral and wants to just escape with you.
>>284152252 It will have weapon crafting and party system like Dead Rising, but inventory management like RE4, but with weight as well as space. It would have a slew of different kinds of monsters as well. From creatures that move in packs and swarm like parasites, to some that will only watch you, but wont do anything to you until you do something to it first. There's also hunger, thirst, stamina and other shit, so you have to look for supplies and safe places to sleep. But watch and communicate with your group. They could have good suggestions and information that could help you or themselves in the long run.
You will assume that there's an escape either above or below, so you must get to the 1st floor, or the 100th floor to escape, but the closer you are to them, the stronger the creatures are. The hotel rooms are in a 8x8 grid format, meaning 16 rooms per floor, and stairs and elevators placed at random on floors. Stairs obviously take you up or down one level, while elevators allow you to move faster, but are more scarce to find working ones the closer you get to the exits. There may also be holes in the ground, giving players going down no way back up, or mysterious ladders, that after climbed up, seal the area you came, giving players heading upward no way back down.
A survival horror open-world type game, taking place in a sort of alternate universe city.
In order to survive, you have to disguise/blend in with the populace. You have to move the way they do, speak the way they do, and avoid being uncovered as an "intruder" Over time, the requirements to blend in become stricter, and your disguises fail quicker.
Imagine frogger, only you're jumping between the roofs of cars instead of dodging them, and you're humanoid.
You're on a highway. There are two players on a deadly faceoff jumping between an assortment of speeding cars, they are each equipped with a gun which which they can shoot the cars, blow out tires, kill drivers, ect.
A flag spawns on a nearby car at the beginning of the level, a player must obtain the flag and hold it in order to continually score points, the first player to reach X amount of points wins. If you die, i.e. fall off a car or something, you drop the flag.
>>284148693 MMO with Zelda gameplay that requires other players to help you solve puzzles in dungeons.
2D platformer about all the colors being stolen by the color black and you, representative of the color, white, must fight all of his minions he each hold dominion over each stolen color to slowly restore color to the world, and you gain the powers of each color sort of like Megaman.
>>284148693 I've posted this on /vr/, so let me copy paste it.
It's always easy to come up with ideas, but have no execution. I've had an idea for a game that would essentially be a parody of both faux retro games and the 5th generation as a whole, or at least the N64. Imagine low poly models walking around, with N64 tier textures, or N64 models walking around with PS1 textures, or both. The game, I was thinking about being a parody of collectathons, with some racing segments, FPS levels, and wrestling boss fights, parodying the current trend of video games of the time.
I was thinking the options could be a reference to the consoles themselves, such as "Irrelevant" referring to the Saturn, "That other console" referring to the N64, "Dominant" referring to the PS1, and "Just as the developers intended" being, well, the ideal setting. However, seeing the N64, Saturn, and PS1 could do different things better than others, it would be tricky to have a consistent measure. Oh well, maybe have the actual meaning in parenthesis. Draw distance will be labelled as "Silence", "Two Rocks", and "The Force".
What's better, this game will put more of a strain on your rig by running at 480p than Crysis 3 at 4K ultra settings. I seem to think up the technical aspects before thinking up the game itself, and this seems like it would be extremely difficult to emulate three different polygon rendering techniques, and emulate their quirks.
What do you guys think? If any of you are competent game designers, feel free to take my idea. All I ask for in exchange is just a single line of credit to "KCM".
>open post apocalyptic world with no trace of civilization >no explanation is given to you how this apocalypse happened whatsoever, player has to judge themselves >story is not directly given to you, everything is subtle >you start out in some suburban area with someone telling to you to go to a "temple" >mix of Zelda and Fallout gameplay >you can upgrade your character, skill trees, etc.
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