Game-Idea: Infinite Minesweeper. Like the ol' Windows Minesweeper but on an infinite field. Clicking bombs will punish the player in another way, the game is going on. At some point it gets too hard to recover, and a new game will be started. But what is the winning condition?
If you click a bomb, instead of losing, you’ll dive into the bomb to de-fuse it. You do that, you guessed correctly, by solving another minesweeper puzzle.
Game Idea: A Balatro-Tetris. Pimp your tetraminos with additional skills, like “bombs away all pieces below” or “double points”. I’m sure this has been done thousands of times, but I haven’t looked yet.
A little avatar-illustration for a friend, who wanted one in the same style as my profile-image on most platforms. Vector-Based, made with Affinity.
I added two pieces, and they both need to land to make the move.
The problem is, how do I resolve placing the pieces if both should overlap after landing.
One way for now is to just merge them.
I also thought about a game loop. The game could be about filling up as much as possible of the “blob”.
May I present: The 4-Way Rotating Tetris Idea Prototype (Godot)
So far I can only accumulate tiles, no winning state or even a game loop yet.
game idea: tetris, but you control the “blob” and the pieces are coming from all sides. the blob can be rotated and moved, but the pieces need to land somewhere, you can’t just let them pass. or maybe you can?
game idea: you start at the lowest level of a cyberpunk coruscant style city-planet, and have to work yourself up. everything is one huge vertical level, where you have to come up with interesting tricks to get higher. like Downwell, only upwards. Contains longer phases of just climbing upwards. Not endless like Desert Golf. Not really a hardcore-platformer like Celeste, but a point&click/limbo/KR0-Mix.
how about a digital figdet toy. an app that just consists of extra juicy, bouncy, satisfying ploppy buttons, sliders, and other UI-elements, that do nothing else.
A little update on the BB-Tan-Clone game on Pico-8. Bouncy corners are working, with actual circle-to-rect-collisions.
RE last post: I underestimated the ways this collision can go wrong. I used a small rect as a ball-collider, not a circle, so it gets weirdly stuck. I think I’ll rewrite it from Rect->Rect collisions to Circle->Rect.
On the BB-Tan-Clone I failed to imagine how a simple corner-collision would work. After hitting a corner, the circle should bounce differently. A comment on SO lead me to a good approach: The corner is an infinitely small circle, so this case can be handled the same as two circles colliding.
Added some more goods to the Pico-8 BB-Tan-Clone. The aim has acceleration to allow finer movement. The level is going down after each round and the shooting-position is changing depending on the first lost ball. Also I got items now, giving the player one more ball per collection.
I did a quick BB-Tan clone with pico-8. Currently it has pretty simple collisions and a faux-level-editor via sprites. The level is also moving down after a round.
A concept of a game-idea… Vending Machine Simulator. But not as in: drive around and manage your vending-machines. More like: the vending-machine is the game. I feel like there could be more to it. (Every bullet-point is an unrelated thought)
A card game, where a card is one product in one of the vending-tracks. You draw and place the cards randomly in a grid, like 4x4.
You have to use a vending-machine “from hell” where you have to buy strategically for the product to not get stuck.
I wanted to test Codex and generated a little game-idea I have had for a while. A word-game where the player has to construct words out of the word-tiles they are given, combined with the letters of the words from the round before.
Each round is restricted to 30 seconds and the player has to build a word that they haven’t used before. After a correct word has been submitted, the player gets dealt new letters.
This is interesting! I made the modifiers rearrangeable and the challenge was to solve my test-level that I didn’t think would work with the given elements. It worked! I just had to figure out how to double the damage of both bullets after splitting. Let’s see which modifiers are next.
A little game prototype idea: Tower-Defense, but it’s literally a tower where the defense happens. Like a building where stuff is dropped from the windows on the enemies that are passing. I’m doing a quick prototype in GameMaker, which is probably the best free way to try something quickly.
It has been almost 10 years since my last kinda-finished game Dubiduh. I did some smaller things since then, like the Pico-8-Solitaire Kuso, but Dubiduh was not a clone of something existing.
Usually there is a repeating pattern with the stuff I start. I’m inspired by a game/game-idea/new tech/engine, and I start a thing. Sometimes the motivation goes on for some weeks, sometimes it’s gone after a few days, sometimes I close the editor within the first hour, and wonder “why am I doing this?
A game-idea that I’ve thought about and prototyped a lot is a space-hangar-game. You’re managing a hangar with ships inbound and outbound.
One version that I created with Elixir/Phoenix some years ago is round-based. You have 3-5 landing-platforms, and each round there is an incoming ship. Your goal is to assign the ships to the platforms. The catch is that the ships belong to different fractions (Cartel, Police, Corporate), and placing them next to each other will improve/decrease your reputation with that faction, depending on their relationship (rock-paper-scissors-style).
Just tried to take Fly.io’s phoenix.new for a spin. I love Elixir, even though I never really used it heavily. I learned about this service some months ago on Hackernews.
It’s a coding environment with something like Copilot enabled, that lets you create complete Elixir/Phoenix apps.
Or so I thought. Turns out it burned through my 20€ in an hour and I don’t even have a working CRUD app that I wanted.