hello David Cage? it's me, amateur game designer

Here are some ideas stored on my old phone. I'll try to transcribe them straight and then give a possible explanation.

**Car Soccer** - _Jan '20_
Parody of Rocket League. Play as humans with jetpacks on, can only propell [the player] the way [their] back is facing. Penalty for touching ball with hands. [The players] can also bend legs a bit to angle [themselves], roll a bit too to direct.

This just seems to be football with jetbacks and the in-game players are all facing backwards. I think the only cars are in the title.

**Unnamed** - _Sep '20_
hacker game, computer is a 3D space do a techno heist.

I believe this is inspired by the opening of Hackers(1995) where computer chips transition into New York City. I like the idea of abstracting the action of hacking with a heist/stealth game.

**Snake Game AR** - _Aug '20_
Move your phone and create a set of points in space. have to dodge them.

While an interesting concept, the major flaw with this idea is that you wouldn't be able to see the snake on your phone as you are moving it around. It would work far better in VR using a controller. I'm imagining a tetris-sphere like board but it's a big cylinder ttat surrounds the player. The snake would move forward on it's own, the player's actions would influence it.

**Misty Shooter** - _Oct '19_
FPS with very fog but good environment so you can tell where you are and where youre going.
Cool patterns in fog?

I believe this is talking about Silent Hill fog, dense and with low visibility. It's a versus shooter so it would probably play terribly unless you were screen cheating or it had the CoD gunshot radar mini-map. Cool patterns in the fog would be a great idea,

**Spyventure** - _Sep '19_
Gotta follow clues for spy stuff but you will still act on wrong guesses. E.g go to right city, any choice will advance plot.

This is incredibly vague but I believe the core concept is similar to Paradise Killer. You'd basically be choosing which actions to take and no matter how wrong you actions are, the game marches on. There'd be no early game overs (other than dying from spy stuff, of course).

**Spend/Gain SP Game** - _Aug '19_
Cards are like moves. Gain cards go back into the deck, go to sleepy town. Gotta fight big wizard.

I remember this being quite a decent idea. I believe this game is about defeating an evil wizard. The sleepy town is just a quiet fantasy village which acts as a main base. The game works by having a giant stack of cards. Each card can either be used for an amount of SP or discarded to gain an amount of SP. A discarded card goes back into the deck. The whole idea is cycling through a deck while maintaining SP to do battles. All the cards would have some action on them, none of them would be purely for gaining SP. The big wizard may be the only enemy of this game.

**Card Game Cover Shooter** - _Jun '19_
Multiple lanes for units (atk, hp). Card is either cover or uncover. In cover can't attack, high defense. In uncover can move forward or attack. Can't move past an alive unit.

I don't remember this being good. I think a central stat would have to be accuracy. Move forward for better accuracy, Give awful accuracy to covered units and normal to uncovered.

**Unnamed** - _May '19_
Physics game where you make robots and then fight them. Join simple block shapes together. Assignment button controls manually.

I think everyone has had an idea like this. It would be a lot of fun to play but an absolute nightmare to make. Similar to Beseige.

**Unnamed** - _Aug '18_
Maze game where walls pop up.

I think this is just a maze which uses the mechanic of [legend of legacy](https://youtu.be/GKZ4SOo9fGg?t=44)'s overworld.

@“beets”#p67982 i just want you to know that i found this post absolutely hilarious to read.

I'm a big fan of Spyventurelikes, wish there were more

@“Syzygy”#p68006 I have not! i heard it's good in that regard tho

I've had an idea for a cosplay fighting game for close to 8 yrs.

I've always like destructive clothing in FGs, but I figured to make customizable move layouts like in Fighter maker balanced by a ratio system for the Head, body, accessory and leg parts you pick for your character at the select screen, or have Groove/Ism style with KoF style strikers assist.

For the 2nd idea, the characters would each have 2 cosplays and their movesets- each costume having some move differences and 1 unique super.

The single striker will be able to act as 2 different assists (one of each cosplay).

You pick the (primary) Day 1 cosplay for both characters (the rounds will be like days of a conventions) and those are what you start the round with. The striker will be in full cosplay when using their primary assist, the secondary assist will have they only show up in half the costume as they can't change fast enough, but the assist in general starts up faster and has longer recovery.

If a cosplay is fully destroyed, it can't be used in the following round. If an assist is hit, their cosplay also takes damage. I think ruined cosplays should be a win condition, but not necessarily the same as KO'ing the opponent. I have been wondering how to make alternative win conditions for characters in games.

Naoto's death marks in P4U has always stuck with me since I saw it first.
Like a character thay destroys stuff Hokuto no Ken style and aims primarily to break stitches in the opponent's costume.

Like you can ruin 3 cosplays to win or get two KOs instead. It makes striker punishing especially exciting. 2 cosplay breaks can equal a round so you can potentially take a game in one swoop.

i want to play as a monkey trained to fly a piece of crap biplane, having to repair it in mid-flight or die in a fiery crash, all to deliver… i don‘t know, a fish pie to some old lady who’ll pay me barely enough to cover my costs, so that i have go to the dump and get, like, a piece of corrugated metal to use as a replacement tail aileron.

Just played Graze Counter for the first time - since the characters piloting the big boss ships look similar to the player character, it made me wonder what a game would be like where you were the one piloting one of those big end-of-the-level shmup bosses. Big guns, slow movement, maybe the enemies would be designed to look like more conventional player ships. Sounds like an awful game! Hit me up, David Cage!!

@“Funbil”#p68341 would be cool on pc, every key on the keyboard makes the giant machine do something, who the hell knows what.

Right now, Pang Kuan, keyboardist of this one band I won't shut up about, is living on this tiny platform that he's live streaming to the world, just as much of China has entered lockdown:

[upl-image-preview url=//i.imgur.com/fqeqZyY.png]

At first you could come in and observe, but now because of covid restrictions they've had to bar visitors.

[upl-image-preview url=//i.imgur.com/s0llose.jpeg]

About once a day he posts something on Weibo, e.g.:

[upl-image-preview url=//i.imgur.com/lpUZPhO.png]

>

The Redemption of Paring an Apple
>Today I wanted to open up a hole and go down to see what the world below is like. The curator was worried the stage would collapse, so all my tools were confiscated. Speakers are also a tool if you use them as a hammer, but the curator didn't think of this, so I'll still be able to play music in the evening. Tonight I don't have a knife to peel my apple with, so I have no choice but to eat the skin.

People seem to be very emotionally attached to this, but unfortunately it will only go on until May 4th. So I propose David Cage directly translate the whole thing into a game as exactly as possible. Make a virtual gallery that can fit maybe a thousand 3d avatars, and in the center of it put a little stage that has some guy on it. You have a natural risk-reward system: during the day when he's awake he's more likely to do stuff, but the gallery will be more crowded, so it'll be difficult to see. At night, he's probably going to be asleep, but there will be less people, so if he gets up and does something exciting, you'll have it all to yourself. Then, crucially, once a day all players will be privy to his innermost thoughts, summarized in a paragraph or two. And of course there needs to be a robust chat system, so you can form bonds with other players as you expectantly wait for the guy on stage to need to use the bathroom or start doing jumping jacks.

@“Funbil”#p68341

There is a board game called Ogre that is similar to this concept. One players plays the over powered super tank and the other player commands an army. I think a shooter version of that would be super cool.

@“Syzygy”#p68403 I was not! This doesn‘t seem quite like what I had in mind, though it does answer a question I’ve been asking myself lately about what a shmup fighting game might look like. When I posed this to one of my friends, they replied with “oops, all zoners” which bothered me with how near-sighted it was… Glad to see there's a handful of devs out there making it happen!

@“Syzygy”#p68405 Oh!! Well shoot, yeah, there it is!! That‘s interesting seeing it in a two-player setting too, that asynchronicity makes it a lot more engaging than if you were just big and slow all by yourself… And only relegating it to certain situations makes sure it doesn’t overstay its welcome. Very clever! I suppose a way like this probably is the best way to handle it

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@“Funbil”#p68341 it made me wonder what a game would be like where you were the one piloting one of those big end-of-the-level shmup bosses. Big guns, slow movement, maybe the enemies would be designed to look like more conventional player ships. Sounds like an awful game!

Senko no Ronde is probably the best answer but Kenta Cho’s popular [early '00s freeware](https://www.asahi-net.or.jp/~cs8k-cyu/windows/tf_e.html) **Tumiki Fighters**…

https://youtu.be/JCSnlQ0kElg

… And its commercial remake **BlastWorks** on Wii kinda live off that "big boy" energy.

https://youtu.be/tk44LnqchHI

something i think of often: you know how people set up dominos to knock them down? like this:

https://youtu.be/JelMQgsp1_8

it's kind of laborious, and you're limited by physics. thermodynamics demands a domino stood on end may easily fall on its face, but the reverse is so unlikely that it may never happen in the life of universe.

in a domino videogame, setting them up could be easy, and you could give physics a little tweek to expand on what's possible in the chain reaction, for instance with the rule that, when a domino falls into it, a standing domino falls, and a _fallen domino stands_, allowing for endless chain reactions.

you know, i've been tinkering with unity, trying to get a feel for how videogames are made these days. the tutorials are very boring though. maybe i'll make that. probably not, but maybe!

I think if you get the suggestion of tactile qualities and good foley work, you might be in business

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@“yeso”#p68783 good foley work

https://youtu.be/seFHSuL0nsw

https://youtu.be/cRkhYhrD1vA

i want to play a game as this tug of war team, except, on the way to the tug of war match, they're constantly getting delayed helping old people unload their groceries and so on.

which reminds me, my wife told me this afternoon that a guy was standing in the middle of the road we live off of, stopping traffic. when she asked him why, he said there was a caterpiller crossing the street.

you know, the talk about the difficulty making a 3d platformer in the most recent episode got ne thinking: what about a turn based 3d platformer a la DROD? i'm not entirely sure what that would mean…

I really like a idea of game counting time of individual levels as well as of the whole game.

So i thought of puzzle platformer with main gimmick being that whole world is going to be destoyed in for example 1 hour and you have to beat many levels in that time limit, you would get more abilities and getting back into a old level with them will give you more time in future ones.


[“hello David Cage? it’s me, amateur game designer”,“hello David Cage? it’s me, amateur game dasigner”]