SB game idea megathread

I made a rough draft of a game but I haven’t been able to play it or refine it. It’s inspired by renga, the poetic tradition that lead to haiku. The structure is similar to telephone or telestrations.

Before the first round, everyone generates topics and puts them into a hat. In the first round, everyone draws a topic from the hat and they each have to write a three line, 5-7-5 syllable poem about it (without mentioning the topic by name). In the second round, everyone passes their haiku clockwise for the next person to write a couplet with 7-7 syllables. In the third round, the poems get passed a final turn and the last person adds another haiku-stanza to the end.

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That sounds awesome!! Like a Heian-era court game crossed with exquisite corpse or something. :stuck_out_tongue: We could totally play it here on the forum using the PM system.

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a game that’s an exe you install, and gradually over time it’ll save like spooky photos and text files in random (but determined to be safe) foldrs on your computer. and eventually i guess you solve a mystery or something.
unless you forget you installed it and think your computer’s haunted

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i love stuff like this! i have always wanted to make a game that decayed in real time, idk how but it would save a timestamp of when it first opened and gradually parts of the game world would glitch or disappear completely allowing you to get into unfinished debug rooms, art scenes or just scrolling tilemaps as the sound gradually devolves into various bleeps etc

i am sure this has been done before and probably a lot better than i could have but it is a really fun idea, more games that do stuff over time!!

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someone must have already made a reel-building game, right? like a deck building game, but you’re swapping out the possibilities in a slot machine?

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I know it’s been done with dice faces

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It’s tentatively titled “Video Game About Playing Video Games.” I’ve been workshopping it for several years now. It’s inspired by games as diverse as Metal Gear Solid 2, Undertale, Spec Ops The Line, Bioshock, Train, Papers, Please, you name it.

It’s a point-and-click game and what happens is, there’s a puppy and a blender. A disembodied voice asks the player to put the puppy in the blender. This is the only action available to them. When you drag and drop the puppy into the blender, an animation of the puppy being blended plays, and the voice bellows at you, “You piece of shit! You didn’t have to put that puppy in that blender! You could have stopped playing! Do you like blending puppies, is that what you’re here for? Have games desensitized you, desensitized everyone, to the horrors of putting a puppy in a blender? Is that the intended effect because these games are really puppy blending propaganda? If blending a puppy were gamified in real-life you’d happily do that too, wouldn’t you?”

And then the game ends. The credits roll in silence.

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I thought the whole “you know killing people is bad?!” after a combat scene in FPSes was going to be more subtle in Bioshock Infinite but I don’t know why, I didn’t expect it to be that dumb.

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If you restart the game after blending the puppy, the voice berates you saying “You idiot! There is no going back. You must live with the consequences of your actions!” The puppy is then automatically placed in the blender by your hand without your control, while flashing text appears on the screen saying “YOUR FAULT!”

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Tetris but when you get to a high enough level a 15 minute cut scene plays that has an elaborate back story which explains that landing and being used to clear a line causes intense pain and anguish for the tetriminoes, then the credits roll, and after that the game resumes right where you left off

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shin shinobi den, but everything is designed by keita amemiya

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successor to frogger where it’s about passing through a very dense and busy rail network. basically it’s a bullet hell where the paths of the bullet(train)s are all shown ahead of time

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suikoden-like for the neo geo pocket color where you recruit king of fighters characters

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one-stage first-person platformer that starts at the bottom of an ocean with the gravity scaler sloping down (log?) as you progress and the acceleration of your jump growing until you can hit (scaled-down) escape velocity and look back at the geometry rapidly receding or at the void of the skybox you have no relative reference for

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open-world game inside a sphere a la the smt iii nocturne egg world

the logical end point of both “you can go there” and arbitrary environment boundaries is sticking the player inside an orb. now you can turn your camera up and see the other side of the planet. and instead of getting told off when you hit the edge of the world you get to loop around the map, which i imagine is a cool feeling, natural bookends

fromsoft please give me the GRR ideas guy job

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there should be at least one tower that starts on one side of the world and ends on the other, like a giant tension rod

edit: lmao that user title, so cursed

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also the sun and moon orbit the center of the sphere. if you jump from a high cliff at the right time of day or night you can land on them. according to my understanding of videogames, the final boss is on the moon, or inside it. landing on the sun is essential for catching all fish

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ah. so does this mean that nighttime in this setting is equivalent to a solar eclipse?

and i guess the polar regions would be torrid deserts?

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thank you for asking the real questions. the answer to both is yes because i didn’t think of it and it sounds sick as hell

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i guess that means the tower rod has to start and end at deserts which is really giving babel to me

assuming i’m conceptualizing it right

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