Atelier Tallarico: Alchemist of San Juan Capistrano
I donāt know if anything like this exists, but itād be neat to play a survival game where you learn to tie and utilize different survival knots to make traps or rappels or whatever people do with knots in the woods.
asynchronous multiplayer IF game where your playthrough is linked with an anonymous partner and there is a 50/50 chance your inputs are overridden by theirs without any indication and the goal is to replicate a severe anxiety disorder
A fishing/bowling game.
You fish until you get 10 fish, then those fish are the pins for your following bowling frame. Different fish react differently to being struck, have different scoring multipliers, etc.
Iām very much at the cocktail napkin stage, but I feel like thereās some juice here and I wanna play this game
This is a good companion to my idea, which is the Super Smash Bros. cast in their own Baldurās Gate 3 style RPG. Imagine picking Luigi as your origin character and getting dialogue options like
[Mushroom Kingdom] I thought Bowser was deposed.
Or Princess Zelda is in your party and she makes a religion check to say, ambiently, āThatās the symbol of the goddess Hylia, but itās been defaced.ā
When I told my friend about this, his idea was to also have Yoshi be a language of its own and when you find a way to speak their language they have crazy accents like the cats in BG3.
there needs to be a game where like how in 2K you can scan your own face and slap it on a create-a-player, except itās an action platformer where you can scan your dog or cat and thatās the protagonist.
this thread topic gave me a stroke -110/10
it used to be better but mods keep changing it
Remake of the original Donkey Kong arcade game but itās a modern skyscraper under construction. Hyper-realistic graphics with all kinds of reflections and stuff, but the physics are more like Gang Beasts/Human Fall Flat. No save spots, hundreds of physics-based traps; weapons, explosions, broken glass⦠fiddly grabbing mechanics, maybe with an unreliable stamina meter. Like Only Up but with the designed precision of Getting Over It With Bennet Foddy. Mario Mario just getting brutally annihilated in every conceivable fashion.
a game where youāre a space ship that learns they can eat planets, so they start eating planets. the planets are sad when you eat them, but you do it anyways! there are stars that act as lightspeed gates so you can go deeper into space. astronauts are randomly floating about lost in space for you to talk to. you eventually learn everything you did was bad. there is crafting.
An action-adventure game where you have a tree where, if anyone touches that tree, they are stuck to the tree, ragdolling, unless you free them. Your puzzles involve increasingly intricate ways of getting entities stuck to your tree to suit your objectives.
John Carpenterās Garou Densetsu ā an adaptation of They Live with Terry Bogard as the Roddy Piper character, only instead of putting on sunglasses to see the world as it really is, he eats a giant club sandwich. He has to beat up all of his friends so that they will also eat the sandwich.
Itās R4 for lesbians
A train simulator but itās inside a customizable model train set.
A Knuckles Chaotix-like where you play as two dogs leashed together, jumping around and digging up bones and stuff while trying to get home to their master.
Title: Doggy-Doggy Panic
They should make a Pikwomen
and they never do what you tell them !!!
Miyamoto x Ueda
Okay, yeah, so Iām just spitballing because this little game felt like it had so much unrealized potential after I played it today and I need to get it out of my head:
The Dark Queen of Mortholme but itās a full-on rogue-lite, base-building, choices-matter RPG
- Rogue-lite because the core conceit involves a lot of repetition, and evolution of the ābossāsā kit would be welcome (and probably necessary to extend the idea past the 20- to 30-minute length of Mortholme)
- Base-building in the sense of adding new traps, rooms, monsters etc. to your realm / castle / dungeon / fortress for the āheroā to overcome. Certain items could unlock different story paths and endings as part of the choices-matter RPG stuff. Some of these could even take the form of treasures placed to let the āheroā unlock a secret ending or the like
- Choices-matter RPG to build on the rudimentary dialogue choices in Mortholme, with character creation (for your Ruler / Boss), branching narrative paths, multiple endings, and a handful of different āprotagonists,ā each with their own routes in the vein of companion quests in a CRPG or story routes in a visual novel (perhaps they start out as an adventuring party, and your machinations allow one to survive, becoming your rival)
Structurally, the game would probably some sort of time-based structure; i.e., you spend X amount of hours or days setting up traps, examining your āheroāsā progress, getting story cutscenes and the like, and then in the evening or at the end of a week (month?), the hero runs through the gauntlet youāve constructed for them, which culminates in a ābossā fight a la Mortholme
Too easy, and thereās no story progress, because the hero hasnāt āearnedā it, and too hard would be the equivalent of āfarmingā the hero, which gives you no mechanical progress after awhile (i.e., just like in a JRPG, you eventually want to move on to grinding tougher monsters for more challenge / XP)
Naturally, thereād be possible romance paths because Iām a BioWare girlie, navigated through obstacle and treasure placements in the base-building sections as well as the dialogues during the ābossā fight (based on the dialogue choices in Mortholme Iām pretty sure thereās some sort of gay ending there, too, but Iād want to expand on that idea)
I should have gone into computer science, but at least I got most of those rapidly circulating thoughts out of my head this way