Game Ideas


Hey all, here is some game ideas I've come up with, sorted from stuff I feel more confident about to ideas I have less concrete plans for. Might make some changes to update and include additional stuff as I think of it.

Infinite Mind Crash

Infinite Mind Crash is a simplistic arcade FPS, in a cyberpunk setting.  Players will control a nameless hacker, trapped inside a corporate server as they they fight off increasing numbers of hostile programs. Because this is an arcade style game, there would likely be no end, and players would simply be challenging themselves to see how long they can survive, but an ending might be possible depending on projects constraints. (Maybe if the player is able to survive 10 minutes a means of escape is possible?) 

The theme this semester is "Unexpectedly Opposite" and to incorporate that into this game, players would not have the traditional health bar or hit points, seen in most games, but would have to manage a neural heat meter, which would increase over time and could be managed through killing enemies, or collecting pickups. 

Combat should be fast, and punchy.  Weapons will not require ammunition to fire, but instead will use energy, which will recharge quickly when not in use, encouraging players to switch up their playstyles.  Enemies will move quick, and do high amounts of damage, rapidly increasing a players neural heat meter if they aren't careful.

A prototype  version of the game would likely include a few enemy types, different weapons to switch between and possibly a changing environment.

Inspiration for this game idea has come from a few different places.  The setting is loosely based on the works of William Gibson, especially his  book Neuromancer. Gameplay influences that inspired this idea include retro shooters such as Quake, Blood or Doom and more recently retro inspired FPS games such as Blood or Ultrakill. 

Ashphodel

Asphodel would be a short survival horror experience where the player controls a company man,  tasked with retrieving confidential data aboard a space station that has recently lost contact with the outside world.  A playable demo would likely showcase environment and combat design, as a short introduction into what a full game may look like. 

Normally survival horror games are told  through the perspective of a character in immediate danger, but to accommodate for the theme of unexpectedly opposite, the player would be controlling the one in danger through the perspective of "mission control"  or a 3rd party handler who is watching the events unfold remotely.

Theming inspiration has been drawn from classic science fiction horror, such as Alien or John Carpenter's The Thing, and gameplay inspiration has come from classic resident evil games, and early silent hill entries.  


Gorilla Warfare

Players control a team of jungle animals who are fighting back against poachers who seek to  hunt them for nefarious  deeds. This game would be an action/stealth game with players killing poachers and rescuing animals.  Gameplay will be fast paced, with an emphasis on dodging attacks. A prototype would likely include a sample level with one or two playable animals to choose from. 

Inspiration for this idea comes from classic "Men on a Mission" films  such as Seven Samurai, Saving Private Ryan , or Apocalypse Now. It would fit the semester theme of unexpectedly opposite, by having animals be the protagonists, fighting back against humans. Often in gaming animals are seen as low level enemies, but this time the humans would be the cannon fodder. Gameplay inspiration has come from classic shoot 'em up games such as Hotline Miami, or Heat Signature.

Thanks for your time,

Reuben Chaffer

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