#Game idea
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titleknown · 9 months ago
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Video Game Idea: Asymmetrical multiplayer golf game where some of the players are golfers trying to complete the game and some of the players are alligators trying to keep them from doing that.
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probablybadrpgideas · 2 months ago
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Add an analog horror vibe to your RPG by playing over discord and insisting all the technical issues are diegetic
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kipine · 10 months ago
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⸙ Concepts II
A new concept for the critter page! I wanted to include more drawings and lore of the critters, so I added the bottom part. I also wanted the background to be more clear, so I can showcase the different environments the world has.
Alsooo, I'm trying to think of a neat name for the project, but until then I just tag these as "critters" !
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vxcls · 1 month ago
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my dream pet sim
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warammy · 3 months ago
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You cannot kill God, just as you cannot kill love in our hearts.
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mythotine · 6 days ago
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GGY game ideas!! I saw a post from @puhpandas on a GGY game so I decided to throw together a few ideas on what I think the game would exactly look like!!
You the protagonist (Tony) agree to meeting Gregory in the Pizzaplex after hours, still intent on finding some information about the mystery GGY who’s been getting the top score on all the arcade games.
The concept revolves mostly around an open RPG game where your decisions matter and determine the outcome.
The player can take picture of important pieces of evidence, and stick them into a notebook for analysis.
The player can look through said journal to put pieces together on who GGY is, and it also helps when talking to Gregory to catch GGY in a lie when discussing the identity of GGY. (Gregory being Gregory and GGY being the virus Gregory has).
The robots still play as a hostile entity, and the player does get separated from Gregory occasionally which then its up to them to find Gregory again.
There would be multiple endings, I don’t have too many ideas on that though besides a good ending where Gregory and Tony make it out of the pizzaplex alive with the virus being taken out of Gregory and a bad ending where Tony dies to Gregory right before the virus leaves.
If anyone else has any ideas on this please let me know because this was so much fun to think of and make and I definitely want to make more!!
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artbyblastweave · 11 months ago
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Indie murder mystery game where everyone in a small town shot each other to death at the exact same time and you've got to figure out the 67 unrelated murder motivations that all came to a head simultaneously. And also feed the pets
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valy-gc · 7 months ago
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Game Idea - now a novel
Well... originally a dating sim game idea that will be a novel because I don't have any programmation skills nor the money to pay some developpers, but I like it and got lots of ideas for it so let's just share it.
If you want to make a OC and/or your MC from it, then have fun, I would love it ^-^ (list of existing ones at the end ^^)
It's a dating sim, mix between "Twisted Wonderland" and "Obey me!"
This is mostly ideas thrown like this in a messy way. But you can now read the novel version here:
Chapter 1 Chapter 2 Chapter 3 Chapter 4 Chapter 5 Chapter 6 Chapter 7 Chapter 8 Chapter 9 Chapter 10 -All other chapters will only be on the other plateforms, always free to read
whole on my Tapas, Toyhouse, Ao3 or wattpad
I also introduce all the characters on Toyhouse, UnVale or Deviantart and regularly post here on tumblr about it
And to not have to search through my tumblr, you can find every single infos about Scriptoria, on my Toyhouse as well.
everything under the cut
As a new student at Fablewood Academy, you are mysteriously invited after stumbling upon an ancient storybook. Among peers who resonate with legendary characters from fables and folklore, you stand apart—unable to resonate with any historical figure. Instead, you uncover a profound connection to the mysterious Writers.
Navigating the competitive dorm dynamics and building relationships with students and teachers, you begin to unravel the secrets of Scriptoria, the world of stories. With your unique bond to the Writers, you hold the key to saving it from an ancient force threatening to rewrite history itself.
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World
"Scriptoria" A magical world shaped by the memories and writings of the legendary Writers, who recorded the lives and deeds of its inhabitants.
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The Writers :
The authors of fairytales we knows, they are called the "writers" not because they have wrote the tales (since it's supposed to be all real stories in this world) but because they were keeper of memories, noting everything that was happening in the world, which permitted the actual characters to knows all about the stories.
The Writers and Their Origins
Connection to Their Stories and Cultures:
Jean de La Fontaine (Beastman from Beasthaven): La Fontaine, a fox beastman, had a knack for observing the social structures of Beasthaven’s vibrant and diverse communities.
Hans Christian Andersen (Mer from the Seafoam Dominion): Andersen was a merman with a melancholic streak, deeply inspired by the beauty and sorrow of the sea. His ability to capture fleeting emotions and weave them into poetic tales was unparalleled.
The Grimm Brothers (Goblins from Myrcadawn): Jacob and Wilhelm Grimm were goblin-faes, an unexpected yet fitting revelation. The magic of the Writers kept their mischief in check, channeling their keen wit and curiosity into recording humanity's most primal fears and hopes. Their goblin heritage explains the darker, more visceral tone of their collected tales.
Charles Perrault (Human from Austreim): Perrault was a human writer from the cobblestone streets of Austreim. Known for his elegance and refinement, he focused on moralistic tales that resonated with high society while still appealing to common folk. His work emphasized transformation and perseverance, ideals he believed could bridge social divides.
An so many more… In short, every single race and country had one or multiple Writers.
The Omniscience of the Writers
The Writers weren’t ordinary historians—they were endowed with a unique form of magic called Storysense.
Storysense Explained: Writers could sense when someone was destined for a life-altering story—one that would leave a profound impact on their world and become a tale told for generations.
When they encountered such an individual, their magic activated instinctively, drawing them to observe and record the person’s journey.
This connection allowed them to witness events in real-time, ensuring no detail was missed.
The Rule of Non-Intervention: Writers were forbidden from interfering in the stories they recorded. Their role was to document, not shape, the fates of those they observed.
Consequences of Breaking the Rule: If a Writer intervened, their Storysense could fracture, leaving them unable to detect new stories. Worse, they might accidentally unravel the tale they were meant to preserve, altering history itself. (e.g. Helping Cinderella to escape her abusing family would prevent her from meeting her prince and she would not become the Great queen Austreim had known)
The Role of the Writers’ Magic
Memory-Keeping: The Writers’ magic extended beyond mere observation. They could project their memories into enchanted quills or scrolls, creating flawless records of events. These documents became powerful artifacts that resonated with the essence of the stories they contained.
The Grand Archive: All Writers’ works were stored in a magical repository known as the Grand Archive. The archive it a living entity, capable of organizing itself and occasionally revealing forgotten tales to those in need of their wisdom.
The Grand Archive’s real position is unknown and is hidden in its own pocket dimension. This dimension open slightly for the Resonance Ceremony.
The Writers’ Legacy
Unique Perspectives: Each Writer brought their cultural background and personal perspective to their work, enriching the world of Scriptoria with a tapestry of diverse stories.
La Fontaine’s fables emphasized cleverness and morality.
Andersen’s tales highlighted emotion and transformation.
The Grimms’ stories embraced the primal, magical forces of nature and humanity.
Perrault’s narratives bridged the elegance of court life with the struggles of common folk.
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Locations
Austreim: Inspired by European fairytales (Germany, France, Scandinavia). A realm of picturesque forests, cobblestone towns, and grand castles. Home to tales like "Cinderella" and "Little Red Riding Hood."
Beasthaven: A country inspired by La Fontaine’s animal fables. Predominantly inhabited by beastmen. Features different biomes in different part of the land, from lush forests and rolling meadows to savannah or thundra. The country is known for their lively markets in every biome.
Seafoam Dominion: An underwater kingdom of mermen and aquatic fae. Draws inspiration from Andersen's stories. Has shimmering underwater cities and shores dotted with mythical artifacts.
Ebony Sands: Inspired by African folktales such as "The Man Who Never Lied." A sun-drenched land of deserts, savannahs, river deltas and ancient temples.
Celestial Plains: Based on East Asian folktales, blending Chinese, korean, Japanese stories among others. Features rolling hills of bamboo, cherry blossoms, and mystical shrines guarded by spirits.
Myrcadawn: A borderland filled with ancient ruins, magical storms, and creatures from forgotten tales. Mostly inhabited by faes.
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"Fablewood Academy" An all-boy institution dedicated to preserving the legacy of the writers and their stories. Located at the heart of Scriptoria, blending all cultural styles. Where the Writers’ legacies are studied and the world's future is shaped.
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The Resonance Ceremony
When a student enters the school, they undergo a Resonance Ceremony, a deeply symbolic ritual that determines their connection to an Historical Character (a character from fairytales and myths).
Ceremony Description:
The Setting: The ceremony takes place in a grand, mystical chamber called the Hall of Echoes, a circular room lined with glowing murals of countless legendary figures. In the center, on the ground like a pond, is the Ethereal Mirror, which shimmers like water and reflects not the student’s image, but fragments of their potential resonance.
The Ritual:
The student steps up to the mirror, guided by a faculty member.
The mirror reacts to their essence, glowing brighter as it identifies the Historical Character whose moral compass and essence most closely align with the student’s.
The chosen figure materializes as a spectral image above the mirror, accompanied by a brief vision of their story, morals, and defining characteristics.
The student receives an Artefact Sigil, a magical mark on their hand, symbolizing their connection. The sigil also acts as a key to their dormitory.
Outcomes:
The character determines the student’s dorm assignment. Dorms represent shared principles or traits rather than region or story type, which creates unique diversity within each house.
The student begins to develop their Legacy Arte, influenced by their resonance.
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Dorm Names & Founders
Astraquartz (Inspired by Cinderella, Charles Perrault): Represents perseverance, humility, and transformation.
Scarletfang (Inspired by Little Red Riding Hood, Grimm Brothers): Represents courage and cunning.
Everswell (Inspired by The Little Mermaid, Hans Christian Andersen): Represents sacrifice and curiosity.
Mousetrail (Inspired by The Lion and the Mouse, La Fontaine): Represents cleverness and loyalty.
Obsidianspire (Inspired by Mamad in "The Man Who Never Lied", unknown Writer (African tale)): Represents honesty and wisdom.
Verdance (Inspired by "The Tale of the Bamboo Cutter", Minamoto no Shitagō): Represents grace and adaptability.
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Resonance Dynamics
Living By Their Resonance: Students are expected to uphold the values and morals of their Resonance Character. Deviating too far from these principles leads to a Resonance Crisis, where the bond becomes unstable.
Resonance Crises: In a crisis, a student’s personality and abilities are warped by the unresolved conflict. They might embody the antithesisof their Historical Character, becoming a distorted, corrupted version of their story’s ideals.
Example: A student resonating with The Happy Prince may hoard wealth selfishly, spiraling into greed, causing their Legacy Arte to malfunction.
Resolution: To restore balance, the student must confront their choices and find a way to realign with their character’s core principles, often with the help of peers or the protagonist.
The Nature of Resonance
Resonance is not a rigid set of rules that dictate a person’s every thought or action. Instead, it represents a core essence—a reflection of the Resonance Character’s archetype, personality, and values. When a student resonates with a character, it means they share a similar foundation, but they are free to interpret and act on that foundation in their own unique way.
Core Principles of Resonance
Guiding Influence, Not Control: The Resonance doesn't force someone to behave exactly like their historical counterpart. Instead, it provides a general blueprint of traits, preferences, and tendencies that align with the character’s essence.
Example: Coach Garrick’s Resonance with the Big Bad Wolf doesn’t mean he must terrorize pigs—it means he shares the wolf’s gruff, bold, and predatory nature. How he channels those traits is entirely up to him. For Garrick, they manifest as a tough love coaching style.
Freedom to Choose Actions: While Resonance shapes a student's instincts and inclinations, their choices define their character. They can act in harmony with their Resonance without being confined to it.
Example: Elric, resonating with Cinderella's Stepmother, naturally enjoys luxury and attention. However, he can choose to respect others while enjoying these things, rather than mistreating them like the original stepmother did. If he strays too far—say, by shunning luxury entirely—it might destabilize his Resonance, but small acts of kindness wouldn’t harm it.
Resonance Crisis Is About Extremes: A Resonance Crisis occurs when a student goes against their core nature to an extreme degree, causing an inner conflict. This doesn’t happen because of minor deviations but because of a deep misalignment.
Example: If Elric started wearing rags and actively rejecting his love of luxury, his Resonance would destabilize. But respecting servants or treating them kindly, while still enjoying the finer things, would maintain balance.
Here are clear, narrative-driven examples to help clarify how Resonance works without feeling restrictive:
Garrick “Grizz” Wolfin (Big Bad Wolf): Garrick’s Resonance gives him traits like gruffness, strength, and an intimidating aura. He embodies the archetype of the wolf, but how he uses those traits is his choice. He could easily become a bully, but instead, he channels his gruff demeanor into being a demanding yet caring PE teacher. His choices define him, not the wolf.
Elric Briarthorne (Cinderella’s Stepmother): Elric shares the stepmother’s love for luxury, beauty, and a touch of laziness. However, he is not bound to repeat her cruelty. Elric can enjoy being pampered and commanding attention without mistreating others. If he rejects his natural affinity for elegance entirely, he risks a Resonance Crisis, but respecting a servant while maintaining his love for luxury keeps him in balance.
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Resonance Crisis: The Fractured Legacy
What Happens?
When a mage’s bond with their Resonance Character destabilizes, their Artefact Sigil fractures, and their inner conflict manifests as a dangerous, externalized force called a Fractured Legacy. The Fractured Legacy represents the mage's core identity spiraling out of control, with tangible consequences for the individual and their surroundings.
Mechanics of a Resonance Crisis
Stages of the Crisis:
Warning Phase: The Artefact Sigil dims or cracks subtly, signaling instability. The mage exhibits heightened emotional extremes or behaviors contrary to their Resonance Character.
Example: A Cinderella Resonance becoming tyrannical and dismissive, echoing the stepmother’s cruelty.
Threshold Event: A traumatic or critical moment causes the bond to fully destabilize. The mage’s Artefact Sigil shatters, triggering the Crisis.
Transformation:
The mage transforms into an Echoed Antithesis of their Resonance Character—a distorted, exaggerated version of their worst traits.
Example: A Little Red Riding Hood Resonance becomes a wolf-like beast, embodying predation and fear instead of courage.
The environment around them twists to reflect their turmoil—spreading corruption, illusions, or chaotic phenomena tied to the Resonance.
Manifestation:
The Fractured Legacy takes a physical or semi-physical form—either merging with the student or manifesting as external entities they must face.
Example: The transformed mage might summon spectral versions of antagonists, or their minions, from their Resonance Character’s tale, or their surroundings could morph into a warped, nightmarish version of their story.
Consequences
Prolonged Crisis states can cause lasting damage to the mage—mental, physical, or magical.
If unresolved, the bond with their Resonance Character could sever entirely, leaving them vulnerable to permanent loss of their Arte and magical abilities.
Resolving a Resonance Crisis
Core Resolution:
The mage must confront the internal conflict driving their instability.
Example: A Happy Prince Resonance consumed by greed might need to realize that hoarding wealth doesn’t bring joy or fulfill their true essence.
This confrontation often requires the help of others, especially the protagonist, who serves as a mediator or guide.
Reformation:
The Artefact Sigil repairs itself, often evolving into a stronger form, symbolizing the student’s personal growth.
The Legacy Arte might gain new abilities tied to the lessons learned during the Crisis.
Designing the Fractured Legacy
Visuals:
The Crisis should have a haunting yet poetic visual style that reflects the student’s Resonance Character.
Example: A Cinderella Resonance would look more like a deformed version of the stepmother or the stepsisters, surrounded by jagged shards of broken glass and spectral pumpkin monsters.
Themes:
Each Crisis explores the darker side of the Resonance Character’s traits.
Example: A Little Mermaid Resonance, consumed by jealousy, might suffocate others in waves of magical water, symbolizing their suppressed longing for acceptance.
Combat Dynamics in Resonance Crises
Fractured Legacy Boss Fights:
The mage undergoing the Crisis transforms into a formidable, story-inspired boss.
Example: A Big Bad Wolf Resonance could manifest as a towering wolf-like monster with powerful wind attacks, symbolic of their huffing and puffing.
Emotional Mechanics:
Incorporate dialogue or cutscenes mid-fight to remind players this isn’t just a battle—it’s an attempt to reach someone in pain.
Example: As the protagonist deals damage, the Fractured Legacy might shout distorted lines from their tale or reveal their inner turmoil through flashes of memory.
Combat Objective:
The goal isn’t necessarily to defeat the character in a traditional sense but to weaken their Fractured Legacy enough to restore clarity.
Player Options in Combat
Artefact Sigil Powers:
The characters used can use their own Legacy Arte abilities, which align with their Resonance Characters, to counteract the Fractured Legacy’s powers.
Example: A character resonating with the Little Mermaid might summon tidal waves to neutralize a fire-based Fractured Legacy attack.
Special Techniques:
Introduce a Breakthrough Strike mechanic where players can charge a special attack tied to the Resonance Character of the opponent.
Example: Against a Red Riding Hood Resonance, a teammate resonating with the Woodsman could unleash an axe-cleaving move that counters the wolf-like powers.
Group Synergy:
Peers with similar values or with a character from the same story to the Resonance Character in Crisis might deal bonus damage or have abilities to calm the Crisis state.
Emotional Impact of Combat
Hitting Hard With Purpose:
The protagonist struggles with the morality of fighting a friend or peer. Dialogue options or animations could reflect hesitation and determination.
Example: “I don’t want to hurt you, but I can’t let you destroy yourself!”
Each successful attack might shatter parts of the Fractured Legacy’s appearance, revealing glimpses of the real student underneath.
Dynamic Reactions:
As the player weakens the Fractured Legacy, they could start to show signs of clarity—stammering, pleading, or showing flashes of regret mid-battle.
Example: A Cinderella Resonance Crisis might sob, “Why am I acting like this? This isn’t me!” as their Fractured Legacy starts to crumble.
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Legacy Arte
Each Legacy Arte is tied to the unique essence of the resonated Historical Character. These are not static powers—they grow and evolve as the student’s connection deepens. It can be an offensive or defensive ability, a practical one for everyday or even a constant unseen ability (enhancing strenght, magic powers or anything else)
For example:
A student resonating with Princess Kaguya might have an Arte called Moonlit Grace, allowing them to summon moonlight to shield themselves and others. As they grow, the Arte might evolve into Celestial Radiance, granting healing and offense.
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Artefact Sigil
The Artefact Sigil serves as both a resonance stabilizer and a channel for magic, directly tied to the student's connection with their Resonance Character. It appears on the student's hand during the Resonance Ceremony.
Key Features of the Artefact Sigil
Appearance:
A glowing, dynamic symbol or glyph that reflects the essence of the Resonance Character. Its design evolves as the bond deepens, becoming more intricate and vibrant.
Example:
Astraquartz: A delicate glass slipper.
Scarletfang: A bold wolf’s paw print, with thorny vines wrapping around it.
Everswell: A flowing wave, centered with a small pearl-like dot.
Mousetrail: A small mouse.
Obsidianspire: A tall spire with rays of light radiating from its top.
Verdance: A crescent moon embraced by bamboo leaves.
Functionality:
Magic Channeling: The Sigil channels the student’s magic, focusing and amplifying their spells. It glows or pulses during use, with colors and intensity varying based on the magic type.
Legacy Arte Activation: The Artefact Sigil is the key to unlocking and evolving Legacy Arte abilities. As the student grows, the Sigil adapts to better support these powers.
Resonance Stabilization: The Sigil detects and moderates Resonance Crises. If a student strays too far from their Resonance Character’s core ideals, the Sigil dims or cracks slightly, serving as a warning. It also emits calming energy to help realign the connection.
Personal Connection: The Sigil is an inseparable part of the student, growing and changing with them. This deep connection makes magic feel more instinctive and intimate, as it’s literally a part of their body.
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Lore Tie-In
Origins: The Artefact Sigil was created by the Writers, using fragments of their own memories as the foundation. This ensures that every Sigil is a direct link to the archives of Scriptoria.
The Resonance Bond: The Sigil embodies the merging of the student’s essence with their Resonance Character. Its visible state reflects the health of this bond, making it both a tool and a representation of their inner journey.
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Scriptos Currency System
Coins (for smaller transactions):
1 Scripto:Copper coin
5 Scriptos: Bronze coin
10 Scriptos:Silver coin
50 Scriptos:Gold coin
Bills (for larger transactions):
100 Scriptos
200 Scriptos
500 Scriptos
1,000 Scriptos
10,000 Scriptos
Design Details
Coins:
Each coin feature an emblem of a quill or an open book to symbolize creativity and storytelling.
The coins shimmer faintly or show shifting patterns when exposed to light.
Bills:
The bills have holographic text or illustrations that animate briefly (e.g., a bird flying off a quill or ink drops forming a picture).
They feature famous Scriptoria figures, mostly the Writers, with each having different possible figures. -the 100 could feature Pu Songling or D. O. Fagunwa, -200 feature Don Juan Manuel, Alexander Pushkin or Giovanni Francesco Straparola -500 feature Charles Perrault, the brother Grimm or La Fontaine, -1000 feature Al-Jahiz, Hans Christian Andersen or Valmiki, -10 000 feature Joseph Jacobs or Alexander Afanasyev …)
The bills and coins are waterproof. Coin will not get rusty if used by merpeoples.
Practical Conversion
1 Scripto = 0.01 USD
100 Scriptos = 1 USD
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Maps
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Classes taught, teachers and staff:
Lorecraft: Liora Scheh, Dremir Knossroot
Fairmagic: Ozwell Puzzlereign, Nymor Vellmare
Mythic Combat: Thorne Evenshade, Solmar Ignivox
Alchemy & Potionmaking: Neige Snowveil, Roselin Hearthcourt Cardemil
Transformation Arts: Hans Wilderkin
Astronomy & Prophecy: Beaumont Nocturne
Musical Resonance: Lino Minuet
Beastcraft: Swan Ellisar, Grogar Talebone
Tactician’s Lab: Malvyn Frostthorn
Magic Application and Arte Development: Lucan Galehart
Ancient Curses : Mordain Grimm, Onno Marrel
Runic Engineering : Aldric Fenwick
PE: Garrick “Grizz” Wolfin, Bellarox Craghide
Flying Arts: Zephyr Gale, Einar Lysveit
Aquatic Mastery : Merrick Tideborn, Semyon Morozin
Art: Caspar Dorne
Maths: Mikhail Sabirsky, Neryssa Hollowthorn
Other staff members:
Headmage: Solon Arclight
Ethics and Resonance Guidance Counselor: Anton Silkthorn
Nurse: Eamon Wellspring
Shopkeeper: Percival Trinket
Chef Cook: Goldor Hearthstone
Keeper of the Grand Archive and librarian: Dorian Ashthorn
Farm Manager: Rustan Featherstone
Are in relationship: Solon x Liora Swan x Beaumont x Lino Merrick x Malvyn
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Classes and Seats :
First Years
1-A 05 – Tsuki Laito 1-A 09 – Rune Spindlewick 1-A ?? – MC 1-B 02 – Hatterick Marchhare 1-B 04 – Lyricis Farahdein 1-B 07 – Imperius Wovengale 1-C 08 – Elric Briarthorne 1-C 10 – Archer Verdain 1-D 02 – Kadar Serpenscale 2-D 07 – Ren Chisora 1-E 01 – Imran Frosham
Second Years
2-A 06 – Marinus Tideshade 2-A 08 – Minwoo Kinsei 2-B 06 – Tressari Manarah 2-B 08 – Cygnus Downwood 2-B 11 – Noel D'Orveil 2-C 03 – Porcus Huffsbrick 2-C 05 – Thatcher Squeakefield 2-D 03 – Mahdi Alclaris 2-D 17 – Éponine D’Orveil 2-E 04 – Caspian Willorun
Third Years
3-A 02 – Faylen Charmwright 3-A 16 – Khamari Duneshade 3-B 03 – Lupin Vardred 3-B 04 – Ambrosine Forrant 3-D 07 – Chester Marroway 3-D 15 – Jin Haruto 3-E 05 – Lazlo Quickstride
Fourth Years
4-A / 4-B / 4-C 02 – Gael Lumespring 4-D 08 / 4-E /
Fifth Years
Intership
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MCs:
@iylenne - Betty
@whynotread4fun - Ravi Connor
OCs:
@another-twisted-wonderland-fan - Nova Escher
@uruubu - Zarachios A. Salubelair
@kaltain-1 - Jihyuk Kwon
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atlas7seo · 1 year ago
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Hear me out: A Zelda Game where Link pulls the Master Sword and tells no one. And when I mean no one, I mean no one. So imagine this Link comes home with a funky sword wrapped in fabric, his family asks "what's that?" And he just shrugs. Like we can have actual family dynamics like Wind Waker. GUYS REAL PARENTS. Meanwhile everyone in the castle is freaking the f out because the master sword is gone. Did Ganon take it?! How did he manage to?! IT WAS SO WELL GUARDED!
And Link just kinda doesn't want to deal with the pomp and grand displays he knows he'll have to suffer through so he just kind of tells no one, but he's still the hero at heart and he knows he has to beat Ganon eventually so he kind of just goes around fixing random problems the entire game while waiting for Ganon to show up. And he gets like fun equipment from it. So a kid he helped find his parents gifts him a slingshot. A random soldier lends him a shield. The Zora he helped with directions gives him a helmet to breathe underwater. Stuff like that. And with more quests he unlocks more places where he can just fix more problems.
Like we can have the standard combat stuff and dungeons but he could also solve like mysteries or stuff all while trying to avoid Zelda and the royal family. So a game that's entirely a stealth mystery level. And along the way these random side quests he does actually ends up culminating in beating Ganondorf. Like these random gifts are useful tools. I know botw you can beat up Ganon with a mop and I feel like doing it again would be very funny. Like some nice lady just gave you a mop to clean her floors and she says to keep it and Link is just like "thanks ig but idk what I'll do with it," and proceeds to wack Ganon with it.
And not all the quests are required and there could be gimmicks like in Majora's Mask where two tasks happen at the same time so you can do one or the other so everyone will have a distinctly different playthrough. We could also have a day night cycle where different quests happen at night or in the day.
Also if people wanted we could bring back Sheik. Link doesn't know Sheik is Zelda and it'd be funny if Zelda didn't know Link was...Link ig and at the end it's like this really funny like "WAIT A MINUTE YOURE THE PRINCESS/HERO?" moment. Like obviously the audience will know but the dramatic irony yall. I live for dramatic irony.
I just want more story and interactions yall. I really enjoyed the concept where people knew Link was the hero already in BOTW so I think it'd be interesting to watch more heroes who just already knew before the critical incident. Most of the time Link is kind of just thrown into the plot and he trips into becoming the hero.
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blazing-butterfly · 3 months ago
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Ok hear me out: Sapphic otome game where you're a mech pilot who just got decommissioned and you have one last day at the base to pack up your things and say goodbye to your handler, mechanic, navigator and other support crew, one last chance to tell a special someone(s?) how you really feel and get contact info from anyone you want to keep in touch with, before you get shipped back to civilian life.
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deeppink-man · 6 months ago
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a silly game idea
The story of a poor, timid office worker who must raise a gun to confront an alien who invaded Earth
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natsuki208 · 13 days ago
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My top ideas if they make an AOT Season 4 based game
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• Allow the player to choose between who to fight for - either Paradis or Marley (a branching path thing).
• Avatar character returns. If you choose to fight with the scouts, it could be the same avatar from the second game, looking for Eren.
• New character interactions outside of missions that we didn’t get in the anime, or scenes taking place in between important events.
• Gameplay wise, practically stays the same except some new mechanics to the scout armour/weapons used in Liberio.
• (some kind of ‘first person shooter’ style for Sasha)
• Unlockable War Hammer Titan; with a cool weapon triangle to switch around.
• An inferno mode fighting against all 9 titans lol
• AN OPTION TO HAVE THE CHARACTERS SPEAK ENGLISH! (sorry sub fans but it needs some love)
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Thank you @beans4breakfast2 for giving me this fun idea :)
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probablybadrpgideas · 25 days ago
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Make your game more unique by subverting the player's assumptions about the RPG campaign, such as:
They're the good guys
They're central characters
They're going to survive to the end.
They're in an RPG session
This is your house
You're a GM
You actually went to the bathroom rather than grabbing all their wallets and driving away into the night while they sit there waiting for you to return
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kipine · 10 months ago
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⸙ Concepts I
I'm creating a little critter fantasy world, here are some concepts and sketches for it! It started when I wanted to make a sort of creature collector type zine, and then I wanted to develop its world and story a bit further. I'm so excited about it, auugh!
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↑ Ideas for the more people-like creatures. If this was a game, the player character would be one of these fellas!
↓ First iterations of the critter pages themselves! I still want to find the best style for them.
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faerromagnetic · 4 months ago
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Game Idea Inspired by Invincible:
Kinda like Werewolf with Superheroes.
A strategy game where you're a Batman, Amanda Waller, Nick Fury, Cecil Stedman type of character where you find the Traitor Hero or Heroes, and you have to develop contingencies for those heroes actually sounds super fun?
Most of the game plays like a party based RPG game where you are the "Director" a normal guy, and their power is gathering and using resources. You start with your typical military items: Jets, Guns, Soldiers/Sidekicks etc. but they get the additional ability to pick through and research items after each encounter. You can then use these items to upgrade your team of heroes and yourself. You fight monsters, and villains, and aliens, and armies etc. that get harder as the game progresses. However, one or more of your roster is an Inflitrator which will betray you eventually. The infiltrators can also spread among your roster, or start killing attacking other heroes if not identified quickly enough. If the infiltrator is strong enough, they might reveal themselves and now you have to fight them with your team. You win the game by reaching the final boss villainous organization arrangjng all these disasters, at which point, the infiltrators will be forced to defend their boss.
So your job is to identify possible traitors, and build contingencies for each of them, but also, if you miss your accusations, or your countermeasures are deemed too extreme, your team's trust will go down. This leads to the fail state of the game; First, if all of your heroes, and you, get killed, obviously. Second, they start distrusting you because of your contingencies and accusations, leading to the team disbanding.
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