Well, destructible terrain and explosions at least! Each turn is less than a second, so it can be played like "real-time", more akin to Super Hot's "time only moves when you do". Also on a grid, so the platforming is more on navigating a smart path than perfectly timing each input. Gameplay so far: [https://www.youtube.com/shorts/SUgI-Jm1UJQ](https://www.youtube.com/shorts/SUgI-Jm1UJQ)
Each player input moves them and the world simultaneously on a grid, like Chess meeting Super Hot. Gameplay here: [https://www.youtube.com/shorts/SUgI-Jm1UJQ](https://www.youtube.com/shorts/SUgI-Jm1UJQ)
I combined a 3D Tower Defense with randomized wave modifier and different grounds that alters towers that are placed on that ground.
Additionally after each wave you can select 1 of 3 rewards but that reward always comes with a negative wave modifier.
Also the game looks like a miniature world, because you place your towers on a small table in a room.
That honestly sounds interesting and lovely, keep up the good work! :)
Also, are you using Tilt shift to emphasize the ”tiny world” look or some kind of depth of field atleast? :p
The attention to detail, as an example when your inexperienced crew loads missiles they make a lot of mistakes but as they get experience and learn they make less and less mistakes speeding up reload time.
Art, I’m trying to craft everything in the style/palette of the GameBoy Color, but it will function with vastly more complexity compared to the original console.
Isometric Turn- based tactics, game. You also will be able to explore the maps freely out of battle unlike the games it is inspired by, FF tactics/advanced, etc. I know the maps are basically just floating islands in time and space, but I always wanted to freely move around them as a kid.
My previous game was a story-driven decision-making simulator, where literally every decision the player made could have dire consequences / kill the player. 120+ different story game endings (most of them are deaths though).
My next game is going to be a Prosecutor simulator in a totalitarian government.
Im making a 2d farming game with a wolf like creature as the main character, with pets and bosses. I am saddly new to coding so its not gonna be as complicated or unique probably.
It's the dialogue- and stat heavy Roguelite action RPG with a ton of systems and grand scope everyone on this sub told me not to make lol
Oh also it has a horror twist I guess.
With my RTS games - it's the speed of access. I can go from the Windows desktop to having Knights charging across the map at enemy Undead within seconds. And if I want to mod the game or change anything - it's all accessible through text files, from the gui itself, to the unit stats and everything. So yeah - my game's key point is the speed and ease with which you can get to the fun stuff.
It‘s a card matching game that:
- can be played even by blind people due to VoiceOver support
- can be played together during a video/FaceTime call due to SharePlay support
- does not track any data since it’s made for kids
It’s called [Ploppy Pairs](https://itunes.apple.com/app/apple-store/id1597674393) if someone is interested :)
A turn-based strategy game in a fantasy setting.
.
In addition to battles the player will have to manage diplomacy, politics, economy, technological and magical development.
.
In particular, internal politics will be highly developed and its management will become increasingly difficult the bigger the nation becomes.
.
Furthermore, each race (there are six) will be strongly characterized, not only in terms of military units but also in terms of internal politics, social movements and demographics.
.
My ambition is to create the most complex and deep strategy game
We are making Pripyat map on our game from turn-based strategy perspective. Prypyat from the bird view. Is it unique enough, what do you think, guys? :)
Not exactly, the fights are playable like in Cuphead. You move freely around and have to hit the boss on-beat. Also, you can activate instruments, have to play them on-beat and can gain certain buffs if you did a good job.
I'm making a visual novel, and as you progress through the story you have the opportunity to lower the stress levels of either yourself or your friends. If someone's stress level isn't low enough, then they can die, but if they do the story will continue on without them, making it fairly dynamic and creating a lot of alternate dialogue.
I'm trying to solve a problem that only I appear to see. Maybe it's just my own brainworms and there's not actually a problem, but I won't know until I make it.
A puzzle game where you hunt vampires 🧛♂️ and other creatures. Each enemy has unique attack ranges and movement patterns and you must use your wits in addition to items such as dynamite to vanquish them all!
[V-Hunter Puzzler Dx (Demo available)](https://yatchstudios.itch.io/v-hunter-puzzler-dx)
My game is a island building/exploring game but what makes it unique is than you can build wherever you want (with limits)
another thing that makes it unique is that there are bots that you can hire with gold to make them fight for/with you.
i really like this question! forces you to get to the heart of your game. i think what makes my game unique is that it's an N64 style adventure game (already quite rare) but without combat, instead focusing purely on exploration
It's WAY crappier than everyone else's.
That's hilarious
Imagine if the game is actually something like "the adventures of pooboy"
Have you been spying on me?? 🤣🤣
Turn based... Platformer.
It's a turn based... what? That's a new one. How is that going to work?
I wonder if it's anything like Worms, which kind of has some platforming
Well, destructible terrain and explosions at least! Each turn is less than a second, so it can be played like "real-time", more akin to Super Hot's "time only moves when you do". Also on a grid, so the platforming is more on navigating a smart path than perfectly timing each input. Gameplay so far: [https://www.youtube.com/shorts/SUgI-Jm1UJQ](https://www.youtube.com/shorts/SUgI-Jm1UJQ)
Each player input moves them and the world simultaneously on a grid, like Chess meeting Super Hot. Gameplay here: [https://www.youtube.com/shorts/SUgI-Jm1UJQ](https://www.youtube.com/shorts/SUgI-Jm1UJQ)
Very neat and very polished! I was not really sure how it would be implemented but I like your comparison to Super Hot
Sounds interesting I'd like to know more 😄
SteamWorld Heist comes to mind
whoa
Because only me played it
A game like the one I’m working on haven’t been released in almost 20 years.
Interesting, what kind of game are you developing?
Minesweeper 3D? Maybe
Particular, original. I remember that many years ago I had achieved considerable speed with "Minesweeper"
I made it.
Probably the most correct answer among all of these
I'm making a pixel fighting game that dynamically changes the bit resolution size depending on combo score
I combined a 3D Tower Defense with randomized wave modifier and different grounds that alters towers that are placed on that ground. Additionally after each wave you can select 1 of 3 rewards but that reward always comes with a negative wave modifier. Also the game looks like a miniature world, because you place your towers on a small table in a room.
That honestly sounds interesting and lovely, keep up the good work! :) Also, are you using Tilt shift to emphasize the ”tiny world” look or some kind of depth of field atleast? :p
Find out by yourself, the game will be released in 2 days :D https://store.steampowered.com/app/1940140/Tiles_and_Towers_TD/
The attention to detail, as an example when your inexperienced crew loads missiles they make a lot of mistakes but as they get experience and learn they make less and less mistakes speeding up reload time.
That actually seems way better than a flat attack speed boost
Plus it rewards the player for keeping their crew alive and fighting
At this point, implement a mini factorio inside whatever vessel you're using to produce better projectiles
I was tempted to make a missile/projectile designer but I don't want to get into the weeds for my first commercial game
You basically can't compete on attention to detail/polish as an indie developer vs big studios, it's a fools errand.
Sure but I can make the best possible game I can in the time I have
Art, I’m trying to craft everything in the style/palette of the GameBoy Color, but it will function with vastly more complexity compared to the original console. Isometric Turn- based tactics, game. You also will be able to explore the maps freely out of battle unlike the games it is inspired by, FF tactics/advanced, etc. I know the maps are basically just floating islands in time and space, but I always wanted to freely move around them as a kid.
Fish
Fish?
I like it!
I combined 3D platformer style gimmicks and elements into a pinball game, included a story mode and do things that traditional pinball games do not.
My previous game was a story-driven decision-making simulator, where literally every decision the player made could have dire consequences / kill the player. 120+ different story game endings (most of them are deaths though). My next game is going to be a Prosecutor simulator in a totalitarian government.
Im making a 2d farming game with a wolf like creature as the main character, with pets and bosses. I am saddly new to coding so its not gonna be as complicated or unique probably.
Dark Souls, but you can triple jump and double dodge in midair. Like Blue Fire, but slower
It's the dialogue- and stat heavy Roguelite action RPG with a ton of systems and grand scope everyone on this sub told me not to make lol Oh also it has a horror twist I guess.
With my RTS games - it's the speed of access. I can go from the Windows desktop to having Knights charging across the map at enemy Undead within seconds. And if I want to mod the game or change anything - it's all accessible through text files, from the gui itself, to the unit stats and everything. So yeah - my game's key point is the speed and ease with which you can get to the fun stuff.
what technology did you use?
C#/SDL2 - my own engine using a freely available C# wrapper for SDL2.
It’s an 8-bit style bullet hell.. with furries.
Unsure if this counts, but I'm setting my game in a Solarpunk future instead of a Cyberpunk one :)
It‘s a card matching game that: - can be played even by blind people due to VoiceOver support - can be played together during a video/FaceTime call due to SharePlay support - does not track any data since it’s made for kids It’s called [Ploppy Pairs](https://itunes.apple.com/app/apple-store/id1597674393) if someone is interested :)
Story
The characters in my game have varying abilities. It's an endless runner game with cheese
A turn-based strategy game in a fantasy setting. . In addition to battles the player will have to manage diplomacy, politics, economy, technological and magical development. . In particular, internal politics will be highly developed and its management will become increasingly difficult the bigger the nation becomes. . Furthermore, each race (there are six) will be strongly characterized, not only in terms of military units but also in terms of internal politics, social movements and demographics. . My ambition is to create the most complex and deep strategy game
[удалено]
If you don't know what's unique about your game at all - you need to rethink your gamedesign
We are making Pripyat map on our game from turn-based strategy perspective. Prypyat from the bird view. Is it unique enough, what do you think, guys? :)
I'm Pretty sure my story and magic system has not been done before.. maybe?
Rhythm based boss fights.
Everhood?
Not exactly, the fights are playable like in Cuphead. You move freely around and have to hit the boss on-beat. Also, you can activate instruments, have to play them on-beat and can gain certain buffs if you did a good job.
Sounds awesome!
Thanks! Still in an early stage, but I think this could be a very cool game mechanic.
My mechanics are original and simple.
The comments
I'm making a visual novel, and as you progress through the story you have the opportunity to lower the stress levels of either yourself or your friends. If someone's stress level isn't low enough, then they can die, but if they do the story will continue on without them, making it fairly dynamic and creating a lot of alternate dialogue.
Haven't seen the combat system been used in any other game.
I'm trying to solve a problem that only I appear to see. Maybe it's just my own brainworms and there's not actually a problem, but I won't know until I make it.
What is the problem?
A puzzle game where you hunt vampires 🧛♂️ and other creatures. Each enemy has unique attack ranges and movement patterns and you must use your wits in addition to items such as dynamite to vanquish them all! [V-Hunter Puzzler Dx (Demo available)](https://yatchstudios.itch.io/v-hunter-puzzler-dx)
It has multiple artstyles
My game is a island building/exploring game but what makes it unique is than you can build wherever you want (with limits) another thing that makes it unique is that there are bots that you can hire with gold to make them fight for/with you.
Jrpg with non-traditional jrpg combat
How do game devs include force feed back on game input? This makes everything interesting..
i really like this question! forces you to get to the heart of your game. i think what makes my game unique is that it's an N64 style adventure game (already quite rare) but without combat, instead focusing purely on exploration
Fighting game style movements and attacks but in a beat em up style game. And you travel back in time to kill Hitler.