[2d] My next big game

Posted by 2Dcube on May 26, 2008, 9:15 a.m.

First off, I released PaperBlast and don't forget to check my new weekly webcomic.

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This blogpost is about my next big game. Because I don't know yet what it's going to be. I want to surprise people again as much as I did with Karoshi.

This is why Karoshi was good:

1. - Completely opposite goal

2. - Outside the box thinking

3. - Funny

4. - Idea of the game instantly appeals

5. - and is universal too

For my next cool idea, let's see if I need anything of the above.

1. Not particularly.

2. Maybe, but in a different way.

3. No.

4. Would be a great plus.

5. this too.

Karoshi was a basic platformer with a twist. That's how it started anyway. It would be cool if my next idea could be something like that as well, and for some reason I prefer platformers. Anyone an idea?

I do have plenty ideas for new games and there are a few small ideas I may work on, but I haven't found anything really good yet.

What more can you do with a basic game concept? What possibilities are there? How do you come up with something that sounds fun when you just explain the concept? And it can't be something that is done before… It's hard, so I'm asking your help. Any idea, how silly it may be, is appreciated.

Comments

Mat 16 years, 6 months ago

That flip game you had lookd intresting?

2Dcube 16 years, 6 months ago

Yeah it kinda did but it's by far not "OMG THAT'S AWESOME" enough.

I want my next idea to be as refreshing as Karoshi. So also it can't be like Karoshi at all.

sirxemic 16 years, 6 months ago

A game where the landscape is constantly being generated (not random) while you're playing.

Mordi 16 years, 6 months ago

Make like a game where you are this soldier from the future, and you have to blow up this ring-like structure in outer space.

Mordi 16 years, 6 months ago

Or… Make a game where the main focus is the music. Guitar Hero meets platforming?

Cesque 16 years, 6 months ago

One of my old ideas that never ended up being shaped into a project was a platform game, where the main character was a dog. In such a case, the game's typical and familiar environment of platform mechanics would be entirely reshaped by who you're playing as - from the visuals, which would concentrate on mobile elements, to the mechanics like getting information by smelling trails or marking territory.

I think you could play on an idea like that. I don't mean a dog game, I mean a game which is defined by who the main character is or the way he/she views the world.

Cesque 16 years, 6 months ago

Ps. One of my other ideas which never got pushed beside a few sprites and mechanics was a game en-test-titled "Cryo", where you played an alien "partisan" in a world conquered by humans. You could view that as a yet-another shift of perspective, where "familiar" things and environment become hostile and your own skills are more exotic (cf. Alien vs Predator series)

2Dcube 16 years, 6 months ago

@C-Ator9, I'm not sure how that changes the gameplay, and I think things like that have been done before.

@Mordi, your second idea has been done, but definitely there can be done more with. It's not a finalized idea yet but a good direction to think in.

@Cesque, I like the idea of making a game in which you need to think differently about what you see. There are many symbols and objects that make people think things immediately, so yeah, maybe I can make something that plays with that. For example, a red sign could mean danger but maybe for this alien it means something completely different.

Thanks for the ideas everyone. I may use them sometime, or use them as stepping stones to come up with something even further away.

It so happens, also, that I got a great new idea today, but I'm not gonna tell anyone. :P

Mat 16 years, 6 months ago

Cesque is right, try focussing on different ways of recieving the surroundings.

sirxemic 16 years, 6 months ago

Quote:
@C-Ator9, I'm not sure how that changes the gameplay, and I think things like that have been done before.
But it definitely shows a new approach to level/world design.

Think this way: first you're walking this hill, and when you reached the top, the hill collapses, or, first you're inside a cave, and when you're outside the cave changes in a lake.

Passages are constantly created or blocked.

I thought it was quite original =)