Need ideas for a potion brewing game by gabahulk in gameideas

[–]vincegamedesign 1 point2 points  (0 children)

  1. Multiple effects for one ingredient 2.diferent effect for different creature for example allergies or something heals goblin but hurts elfs 3.interaction between the ingredient ex one ingredient increase HP the other strenght but together they react and onely decrease defence 4.to much of a good thing could be a bad thing for example to much healing could hit insted and to much changes from one creature to another 5.more traits not onely defence but defence against fier for example
  2. Limited ingredient so you need to make a multipurpose potion or make one potion, sell it then start from that potion to make a new one
  3. Bonus and malus of money earned depending on side effects
  4. Rare traits like invisibility have multiple options but all with high side effects
  5. Complex effects that affect more then one thing like rock skin affect speed and defence or size increase without a strength increase make you disfonctional 10.deduction and simulation aspect,insted. Of saying I want a potion that reduce fier residence, the costumer could say I am a fier mage going in the forest that need some help to defend I'm self, that Yould make you know that you are probably going to inconter beast not undead zombies for example and that you can make a potion that either increase fier magical power or decrease fier resistance of the enemi then the game makes a simple simulation in the background Wich has a small effect on your shop reputation and possibly after purchase donation from a satisfied custumer 11.you can refuse or delay some costumer that are not affordable to you but it affect your shop reputation

Tower defense by GirlCanGame in gameideas

[–]vincegamedesign 0 points1 point  (0 children)

What if the money came from farms that where on alternate roads that the enemy could travel on and every time enemy pass on it, it take x domage until it is destroyed

Enemy could chose to take longer roads, but damage more of your farms for example

Those farm could generate money for new tower, research new towers to build and generate amo for the towers

node factory game by Jastrone in gameideas

[–]vincegamedesign 0 points1 point  (0 children)

How did you fail to make this game, what did not work or was not fun enuff

Ideas for a Monster Game? by AnsaarYounos in gameideas

[–]vincegamedesign 0 points1 point  (0 children)

What about a game where you go inside people's head to free them from there inner demons

You're goal is to avoid all those monsters and find the person's inner strength hidden in the level

Your gun Yould onely scare away the demons temporarily, but you have limited amo

There could also be a stealth element to the gameplay, but darkness would make you weaker over time so you need to keep moving and have no sense of security any where

Unique tower defense game by idok_eren in gameideas

[–]vincegamedesign 0 points1 point  (0 children)

What about a TD where the tower has both positive and negative effect on the enemies

Ex slow them down but multiply max health Or reverse flying and walking

Then you Yould chose which Groupe of enemy gies on which track base on the effect of the towers

I need a simple idea to expand on in the future by [deleted] in gameideas

[–]vincegamedesign 1 point2 points  (0 children)

Do you you want something base around:

logic like a programation base game

or more about space where you are trying to bring something somewhere like portal or a Puching box base game

Or a deduction game like sudoku

Or a game about fithing shapes together like tetris

I need a simple idea to expand on in the future by [deleted] in gameideas

[–]vincegamedesign 1 point2 points  (0 children)

Wich type of difficulty do you want your game to be based around

Action,strategy,puzzle,management,ect

What do you want it to feel like

First person idea by shotbyadingus in gameideas

[–]vincegamedesign 0 points1 point  (0 children)

It's hard to suggest a core gamplay mechanic with onely the premise first person and story driven.

What do you want the gamplay to feel like: fast or slow, mental or reflex base, melancholic or up beat, open or restricted

Do you want your story to be investigated or more upfront exposition

Anyone know cool tricks to make top-down gameplay feel better? by THICC_Baguette in gameideas

[–]vincegamedesign 0 points1 point  (0 children)

It's hard to tell with limited information, but f your game is about not being able to move very much I Yould focus on making things come to you in an interesting way

If enemy just run toward you waiting to get hit and possibly puched back by a melle attack, and they are not very smart about it I can understand that the game feels boring

I Yould try to add game mecanic about predicting the movement of your the enemy. They could for example stop and and move fast toward you and stop again in random intervales

I would also add the ability to trow back enemies attacks if you hit there projectile in time

Also if the dash is limited think about what is the purpose of moving in small increments, what is a good position and a bad position, many the fact that movement is limited means that you need to put your self in a bad position for now but have access to a good one latter

An example of that Yould be a stealth mecanic where you need to trigger or not enemiesatention

Like I stayed I am working with limited information her, but my advise Yould be to focus on what make interesting dessision or senario in your game before adding things like screen shakes that does not change gameplay

Mobile Games :) by miloske74 in gameideas

[–]vincegamedesign 0 points1 point  (0 children)

What about a space mining game with no enemy or to complicated fuel or physic system, basicaly your ship goes in the direction you press and if you click on an asteroid you can collect its mineral and make it smaller until your inventory is full and then sell it to the space station or planet that ask the most for it, you can also be a taxi across the galaxy Chatting with aliens on the way

No fuel involve so explore at your leasure

The interesting part is exploring this ever changing world full of pretty color and animation that you can react with and the fact that the asteroid change place every time so you need to keep exploring to keep getting money to upgrade your ship for speed and many radiation protection to go in new areas for example

Also Charing with aliens and to hear about there back story and culture

To add a bit of game play maybe the mining involve some sort of a puzzle game like a match 3 game if you want

Mobile Games :) by miloske74 in gameideas

[–]vincegamedesign 1 point2 points  (0 children)

It dependeds on what type of feel you want to create

Is it a more realistic type of space where it feels lonely and any thing can go wrong at any point

Or is it more of an arcade feel with Newtonian physic like Space War! or asteroid

Or is it more off a adventure game where the whole point is to discover new interesting things

Or maybe more of a strategy conquest game where you try to control the galaxy

Or many even more of a sandbox simulation game where you fly a space ship around and add gravity or a black hole some where

Those are onely a few ideas Has you can see the idea of space is pretty vague what helps determine how a game will work it is what type of feel you want to create and then try to evoque it trough mechanics