ReadMe Pages for each Tool or Game
GitHub Repositories for each Tool or Game
An app that works with a device that anyone can make that prints instaphotos that would make a digital copy as well. (can work on other portable printers) (some models would have their own Random Access Memory)
An app that works with a device that records footage on film reels as well as makes digital copies, some models also have their RAM and CPU and whenever someone wants to add more frame rate, the app will tell the users it will decrease storage on the reel.
A device where once you record on your phone it automatically records to a VHS, the device is wrapped around an arm and the user has to choose to record either in NTSC or PAL
It can measure a bunch of stuff using voltage from air sensors (sensors are placed at tips of wings) and make the wings do whatever they need to as well as change speed when necessary. It has its frequency reader
Uses a camera to see the stars to help determine the location as well as a compass module and GPS module.
A film projector that can play reels that has an extra sound strip so it can play music to MIDI devices.
A film projector that has an extra sound strip for taste and it is meant to express the taste of what one of the characters is eating.
An app that uses a Quantum Computer, Machine Learning, and a Nuclear Reactor that can do both fission and fusion to make new kinds of building materials, Machine learns how to make the new building materials, Quantum Computer Simulates that material, then the material is made using a nuclear reactor.
An app that uses a Quantum Computer that predicts stuff on gene editing and mutations from radiation.
A service where devs get paid to make personalized Video Games for other people.
A way to send MIDI data over the radio on a side band, it would be useful for synths, organs, and orchestrions.
An app that uses PWM to transmit messages by light using light and camera, the start is always 0, before the letter, and the end is always 1, after the letter.
An app for a Quantum Computer that chooses randomly how a movie goes.
An application that knows all of the world's tax codes or at least the U.S. Federal Tax Code and it tells you what you can do to lower your taxes to 0. It needs to know the amount donated to charity, losses, and income, and maybe the length of ownership of land.
An app that uses a Quantum Computer to simulate fireworks and anyone can use it to make new fireworks.
A camera that renders images in vector instead of raster using machine learning and a camera lucida.
a machine learning app that learns how software works on its native platform and then builds an emulator specific for that software based on the transistor level.
A machine learning app that learns any language very fast and learns every part of the language based on experience and test data and you tell if you want it to do in these languages using the languages you know.
The application would read the MIDI instrument ID for each note and send the Verilog file for each corresponding synthesizer to the FPGA.
A GPU that is optimized for voxels and not triangles. The GPU is very fast, it has a control unit that has instructions for the orientation of the voxel, what sides are showing, what arithmetic logic unit represents what side, and when to send pixel data to the screen for each side, it has three arithmetic logic units for each side of the voxel and a one-megabyte cache. The GPU hardware is an FPGA.
A building where most of the wiring is done by FPGA in order to easily rewire the building.
A way to render light from water waves and it uses a quantum computer to see if light bounces back from wave or not every nanosecond and it uses a matrix processing unit like a TPU to see if there will be a rainbow or not and where the colors of the rainbow go.
A Humanoid Robot that has nine FPGAs so it can do any type of classical processing and there are three types of classical processing, serial processing like modern-day CPUs, parallel processing like modern-day GPUs, and matrix processing like modern-day TPUs, and machine learning AI determines what processing it needs for the robot to do, for the task it needs to do.
Same as concept19 but it is not a robot, it is a computer that rethinks classical computing for power consumption, performance of task and the majority of parts are only FPGAs and they can become RAM (Random Access Memory) for specific parts and redundant storage if need be, and machine learning determines what is needed based on the task and minimum power requirements. It can have as many FPGAs as the designer wants it to have.
A game where you collect colorful puzzle pieces, explore, and solve puzzles, also platform. There are exploration puzzles, line puzzles, match color puzzles, platform puzzles and more types of puzzles I cannot list here. You explore a vast land solving puzzles.
A game where all the collectables are powerups and when you get a certain new collectable you get that powerup and if you get hit by an enemy and you have a powerup you lose that power up and collectable and you can recollect that powerup. but if you do not have a powerup you die.
a board game where you need a video to play it and that video is only played in movie theaters and you play the game with the rest of the audience
A game where it only saves on the beginning of the world and you are trying to get to the end of the world. Some parts of the level is easy with 1 character but hard for other characters due to their abilities at the end of the world you fight a boss, all of the characters run all the time, and there will be a multiplayer mode.
You are in a mall, supplies are scarce and you need to get supplies and the only way to get supplies is to defeat giants made out of supplies and sometimes suppplies come together and become giants. the mall is pretty vast and you can get anywhere by foot or scooter. The number one giant is the same.
A beat-em-up that has turn based battles with real time elements.
A game where you try to catch up on a race track and you try to take pictures of the other racers.
A rogue-like where everything is randomized and the player has a stamina bar.
A game where max health is based on how much money you have.
A Game where if you go too fast you burn up and if you touch someone or something that is flamable they burn up.
A game where it takes place in a vast rainforest and you need to take pictures of the animals and animals are randomly generated and you need to defend yourself from these animals because they can be deadly and there are tons of animals.
An RPG where someone changes the campaign at any time.
A fighting game where you fight the same enemy with different costumes then fight the next enemy with different costumes and it keeps happening over and over again until it ends.
A game where whenever you show up in a new area, a new password gets shown on screen and you can enter the password to get back to that area.
A space run-n-gun topdown shooter where you play as a planet.
A game where the color of the sky changes during a certain period of time and powerups work only in specific time periods.
A game where you have to collect coins in a certain order to get a certain collectable.
A space shooter where you shoot enemies with attack of your own type and if an enemy is defeated of a specific type then the player gets that enemies type and some types are stronger and weaker against other types and the player starts with normal type.
A game where you spray ink anywhere and it opens a gateway to a mirrored universe and to enter the gateway you press a button.
A turn based fighting game where you fight enemies in a arena and if you win you get the enemies stuff, If you lose you go back to the beginning and lose everything and the game is a stage clear game and there are hazards dropped in real time and if you can get an enemy underneath a hazard,when it drops the enemy gets damaged and the same thing happens if that happens to a player.
A game where you can go into dungeons and collect powerups
A twinstick shooter sidescrolling platformer where jump is up on the right stick and you also shoot up while jumping, also you shoot every enemy in sight. You shoot every enemy to get your score up and to get powerups.
A game where when you move forward a specific direction 1 bullet jumps high but not far and the other is the oppisite and the game is side scrolling.
A shooter wher 2 players are side scrolling, 2 players traverse the background and 2 players control the bases there is 2 teams and each team can spawn enemies on other players side and a team is each kind of player.
A First person shooter dungeon crawler where you explore the dungeon and take down the dungeons shields, when you take down a part of a sheild you get a point and the dungeon can recover shields. Do not let Enemies touch you or else you get a game over and you cannot shoot in neutral zones and you cannot get a game over in neutral zones.
A dungeon crawler where players explore every part of the dungeon while the player digs up his way out of the dungeon and solving puzzles. Solving each puzzle gets you closer to the surface and puzzles are on walls, floors, and enemies.
A game where you match bombs to get out of a mine and the bombs jump at different speeds; directions and heights and you dig using bombs to go upward.
A game where you put stairs together and dig out of a mine.
A game that has a day and night cycle and the world is 2 different worlds at the same time and in the day the world becomes the enviroworld with a lot of enfiroments with less hostile enemies and at night the world becomes a dungeon and there are more hostile enemies and the world becomes more crazier at night
A game where you collect jellyfist that go at different speeds and direction you accidentally released.
A Racing game where you ron and to drift you grab a rope on the walls at a bend to drift and you can use cars and all kinds of vehicles.
An RPG where you go travel universes and learn skills from those universes from experience to get magic from enemies and allies.
A game where you make guns and test them for firepower and mobility and using them on enemies.
An RPG where you move walls, buckets of lava and water. The lava buckets hurt the player. water and lava make obsidian, lava destroies walls and water deteriorates walls. The battle mechanics use bumper physics.
A game where the player controls 7 different people and they jump in different directions at different speeds at the same time and you are trying to get the most points possible.
The villan kinapps the entire royal family and its your job to rescue them if you die trying to rescue the princess then you get resurected to save the queen then the king then the prince then back to the princess again and if the player successfully rescues a royal family member then that family members level is skipped if the player dies. The game is a shooter.
A space shooter where the player has to move and control its speed by using bombs.
The enemy has stolen the countries infinite points and the player needs to get them back. The battle system is real time then turn based if player gets hurt by enemy.
A rogue-like where the players have to kill certain enemies to find a specific object and each player has its own advantage.
A turn based RPG where the player can take the enemies weapons by using weapons with grooves in it.
A dungeon crawler where you have to traverse the wholw dungeon before time runs out or else game over and each player has its own advantage.
A side scrolling platformer where if you get hurt by a specific enemy you lose one of 3 collectables and if you lose all collectables game over.
A game where mechanics change when entering and exiting an area with a different art style.
A game where if you enter an area with a different brightness, the mechanics change.
A game where each perspective has its own mechanics and controls.
A game where actions are based on quick-time events and the audience vote which outcome should come then goes to a different scene then start over and sometimes the game is played in movie theaters in movie rooms.
A platformer exploration game where you use weapons and change perspectives
A turn based RPG where you absorb your enemies to become them
A soccer/football video or mechanical game where the field is slanted towards the player
A game where the player collects chocolate diamonds and strawberry diamonds in a platformer and mine them. The player plays as Mister Diamond and the player is trying to defeat bomb bot and vice versa.
A game where the green portal sucks objects from 1 dimension and the purple portal blows objects into another dimension.
A game where portals repel or attract objects based on their color, red attracts and blue repels. A possible puzzle is to prevent a ball from getting sucked up.
A score attack game where you stomp on enemies or break blocks in a specific way to get more score.
same concept as graviportal but effects radiation
same concept as gravidimension but effects radiation
a red gel that attracts radiation
A blue gel that attracts metal.
A green gel that attracts objects
A game where there are portals that attract metal into the white portal and repels metal out of the black portal also repels radiation from both portals.
Same as graviportal but portals take you through past and present and each time has different gravity.
A game where you produce the machine to produce food and every time you get food you get a point and have to figure out how to get the food in your mouth.
A fast paced racing game where you switch tracks.
A game where when gravity changes so does the physics.
A run-n-gun platformer where the bullets are fired automatically and the bullets are fired slowly, so the player has to use strategic thimking to fire the bullet and have it hit the enemy.
A sports game where all the stages that are insane looking have insane mechanics.
A platformer where you grab momentun to get speed but if you go in the other direction you jump.
A MetroidVania platformer racer where the player can go into the background and the foreground and the goal is to get the most coins and finish the stage first.
An RPG with a turn based battle system that uses one button for attacking and defending. stat growth is based on how many monsters you capture and how many cartain monsters you capture.
A game where if the enemy touches the ear they die and every enemy makes noise and when the enemy touches the ear they get eaten.
A game where if an enemy touches the quill they die. If an enemy touches a flying needle they die.
A game where you lick lollipops and ice cream cone enemies to kill the enemies
A game where you cannot move a certain piece if it is not a certain color and the color or the piece needs to the the same color as the space on board.
A shooter where the player shoots objects with sporting equipment.
Same as geoadventurer but you always use the camera and the player is always in the dungeons.
A game where the outside world is the light world and local buissness and resturaunts is the dungeons. shoot enemies to kill them to increase your score, GPS is used for light world and camera is used for dungeons.
A game where the player is trying to move colored pieces on a board and if you play that certain colored card that piece moves and who ever finishes win.
A game where you start your journey in a shop buying supplies for your trip on the etrail after you are done buying supplies you start your journey exploring in the sea and the bigger ship you have the less problems the player will have to go through and the oppisite is true with the added risk of sickness and/or death. After the player traverses the sea then the player traverses underground then the player traverses space and the cycle starts again. There are stores in every part of the players journey but however the farther someone gets the more expensive supplies get.
A text based game that uses binary and make stuff do different actions.
A quicktime game that takes place in a dungeon and there is an enemy per level and the more button presses needed the harder it gets and the game only uses one button and it can be played in movie rooms of movie theaters.
A game where the player jumps from the bottomless pit exploring while not itting the pit or obsticles everytime the player avoids an obsticle the player gets a point.
A game where the player is going through a maze and jumping and swinging on vines to release bombs to kill enemies.
The player soves a part of a puzzle at the time of the beat or else the player dies.
The player plays the game while intoxicated wahile being restrained. The BAC must be set to certain conditions in order to be safe.
A game where the story is one day freddy kruger and jason vorrhees were playing the video games based on themselves and they realized their video games were bad so freddy went to britian and jason went to japan to get their revenge on the developers who worked on their games. REMINDER: This concept is a parody and all the characters are used parodically.
A slot machine where the result is based off friction.
A puzzle game where the player has to create a picture in binary.
A puzzle game where the player has to figure out how to press a button by launching cars in a specific direction and speed.
A game where letting go of a button or specific control the player gains or loses a powerup, or the player gets transported to another location and the mechanics change.
A Puzzle game where the player has to move collectables to a specific spot without the collectables touching the bricks or else the collectable is lost
An onrail and collectathon shooter where the player can jump and move on the x-axis.
Same as last concept but it is a puzzle game.
A pinball game that uses multicolored and different property balls that uses light to get a specific score and uses, dichroic prisms, CMY cubes and dichroic glass.
A third person puzzle game where every time the player moves the player creates a canyon.
A racing game where if a part of the players car breaks, the player has to find new parts.
A pinball game where the player has to find lost balls to gain it back.
Same as last concept but it is a pachinko game.
A metroidvania that is an autorunner and changes direction at specific points in the game and player collects and mines collectables.
A game where players jump to platforms to get good attack locations, however not everyone can jump as high and not everyone can jump as equally as fast, if a player has high jump height the player also has slow shooting speed and vice versa.
A card game where the cards have attack range.
A game where the player has to balence out the number of trees with animals and if their is too much of either side, reduce the number of either side.
A 2.5D game where you collect objects but the player has to shoot objects in the background or foreground and solve puzzles in those areas.
A 3d platforming collectathon where there is a possibility where the player can shoot and destroy objects.
Same as concept 67 but the game is a metroidvania.
A 2.5D turn based metroidvania fighting game where 2 teams are fighting each other and are shooting each other each team has different types of movement.
A horror game where you randomly stumble on a Polybius arcade cabinet and play it, then the player leaves and now has to fight the enemies from polybius in real life.
A space shooter where the player is the swarm of enemies.
A pinball game where the player plays as the table and every time the ball hits the flippers it activates.
A fighting game where the players rotate their body parts to block, kick, and punch.
A quick time game where the player has to take a picture with the most colors in it as the colors move around very fast, a color is one point.
A shooter where the player has limited ammo and ammo is the players sheild, ammo takes a long time to reload. if player is closest to enemy the ammo reloads fast or else it reloads slow.
A game where you block hazards and keep pathways open.
A game where the player collects specific items and the specific amount of them to get to a specific level.
A game where the more money you have, the bigger the player is.
A game there the player controls moving platforms to catch bullets.
A game where flower patches are power ups and they do not disappear.
A game where the player leaves animals in specific envirorments and the player heads to the future to collect their evolved forms and if the player accidentially removes the earlier generations they lose points.
A game where the enemy and player run towards cars and jumps over cars and one is trying to get the other hit and if enemy gets hit the player gets a point or else game over.
An onrail shooter where the player rides a dolphin or whale and the player loses oxygen when under water and loses health at a specific point underwater. The player starts losing health after oxygen has been depleted.
A beat-em-up where the player is wearing glasses that see the real world and the world is not what it seems
Ad platformer where if the player runs too fast they lose health.
A shooter where the player and enemies are in rafts and there are currents and if the player follows the current the y go faster or else they go slower.
A geme where if the player has more health the more heavier the player is and the more items the player can use and the oppisite is true.
A game where the player has to go into dungeons to get powerups and if the player gets hit they lose the power up
A game where the player controls 2 guns and the player can only use those things and uses those things for movement.
A roguelike where the player looks for collectors editions of games.
A game where there is a god mode code with special controls.
A tower defense game where the player is trying to protect itself by building trenches.
An onrail shooter where the ground is warped.
A puzzle game where the player has different results for different actions.
A mini game collection with turn based and real time elements mixed in the mini games.
A real time fighting game that has a birds eye view.
A fighting game where the player has to make puzzles to defeat the enemy.
A strategy game with unique puzzles in combat.
Have random numbers around the map and enemies are negative numbers and allies are positive numbers and the player forces positive numbers on negative numbers to kill them. both sides die if number results in 0.
An onrail shooter where the player is in a eternal vortex and there is a world on the walls of the vortex and enemies will attack all around the player.
A game where you collect gems and each gem has a certain ability and all the gems have the ability of electricity which will be used in puzzles.
A platformer where the player can only jump left or right to move.
Same as concept 103 but it is an autorunner.
Same as concept 103 but it is a metroidvania or halfvania/metroidvania with hubworld.
A shooter where if the player shoots a part of the world it stops moving with the rest of the world and/or stage.
A platformer where the player rotates the world and/or stage.
A game where the world and/or stage is in a cylinder and it rolls when the player is on a platform and the world and/or stage changes a bit.
A 3D platformer where the player and jumps at the same time in a specific direction.
A game where the boss gets hurt by landing on specific platforms and the smaller the platform, the more hurt the boss gets.
A collectathon halfvania/metroidvania with hubworld or 3D platformer where the hubworld becomes the final boss after collecting everything and defeating every boss, and the final boss is every boss fused.
A puzzle game where the player must use button combos.
A tactical shooter that is twinstick.
A game where the player makes or has gemstone weapons and find materials.
A metroidvania where the player jumps to planets and the player rotates around them and each planet has gravity.
Same as concept115 but it is a halfvania/metroidvania with hubworld.
An RPG where status effects effect part or the whole battlefield.
An RPG where every time the player levels up they change a class each time unless repeating is neccessary.
An RPG whery everytime the player gets hit the player changes classes.
A game where every player has drinken something and a random effect happens.
A game where the player collects a different type of collectable and the mechanics change except for core mechanics and player changes different characters.
A run-n-gun and onrail shooter where each player has different controls.
An RPG where the player enters paintings from a hubworld to enter dungeons.
A boss that is a scary clown in its first form and its final form is a 1 mile tall creature that the player has to climb to defeat it.
A Lucky and Wild like that is a free roaming space shooter.
A platformer where the gravity changes when the stage spins or moves in a certain direction.
A shooter where the player can collect powerups or let them fall to the ground and increase the players score. The more the enemies move the more rewards the player can get.
A puzzle game where the door to trap enemies is an enemy.
An RPG where all combat is in all world but it is turn based combat in between worlds.
An autoscrolling platformer where the player collects money from enemies to pay for brakes, lives and powerups
A game where the player defeats a boss and has a choice to continue with the character the player is playing as or the boss.
A metroidvania where the more the player kills enemies by jumping on them the higher the players jump will be.
An RPG where the player learns spells from monsters without being caught by the police.
A game where the player fights bossees with a fishing controller.
A run-n-gun game where there are wall jumps and springs.
A cinematic platformer where there are springs where the player can be launched and the player can control his speed.
A run-n-gun where the levels are randomized an bullets bounce back
A platformer with launchable enemies where if the player launches an enemy he gets thrown back very far.
An FPS where one team makes a mess and the other cleans it up.
A Turn based RPG where the battles are quick time events.
A real time strategy game where the players units must walk in a single file or else the enemy knows how many units are traveling
A platformer where there are areas that will take players to the dark world levels.
A cinematic platformer that makes the player go faster after each level
An active time fighting game
A puzzle game where the player uses time portals to make objects younger or older.
An open world puzzle game where one player is in the light world and can see in 1st person because it is the light world and the other player sees in 3rd person because it is in the dark world, There are areas where the players can switch worlds.
A rogue-like platformer where the power up placement is randomized and what type of power ups will be placed.
An game where the enemies build the boss and deals out different status effects. The weapons to kill the boss needs to be mined.
A turn based fighting game where the players opponents are effected by the time of day it is.
A beat-em-up where the character changes randomly and each enemy reacts differently to each character.
An RPG where the player is a CEO of a company that has to deal with the fallout of a bad product.
A breakout clone where the game has no lives but time and the highest bricks have time and below the paddle is a big unbreakable block that loses time and if the player loses all of its time. game over
A first person rogue-like where the player is in an arcade and the encounters are arcade games that the player needs to defeat.
same thing as concept153 but the encounters are board games and people playing board games.
A pinball game where the player sits at the table and rotates in the sphere.
A light gun game where the player shoots out traps before targets come.
A fishing game where the player can fish with a rod but also with a net and spears.
Same as concept133 but the spells have a very rare success rate.
An RPG where the in-game god is a robot physically next to the player and grants blessings to players.
same as concept 159 but it is a action real time strategy game.
Addition to geo RPG concepts: the player can form parties with other players.
A geo strategy game where business owner can send enemies to players.
An RPG where the player switches around characters to solve puzzles and attack enemies.
An RPG with a breeding system and permadeath and it takes time for people to be born and each generation evolves from the next
A sandbox game where the player protects cities by building.
An RPG where the player commands his own army and each general and soldgier has its own level and health.
A game where the controls change randomly every few movements or actions.
A game that takes place in different worlds but the colors, shapes and mechanics are different in each world
An edutainment game where players learn a variety of programming languages.
An RPG where the player can choose the battle system and chose what aspects of the game is randomized.
An RPG with turn based battle system but the target is random and the player chooses the odds.
A raiser like where in each level the player has different abilities
An RPG with a turn based battle system where the higher the level of the player the weaker it gets.
A fixed shot shooter where the player controls 2 characters for each stick and each character has its own button.
A snake game and active time rpg where the player is controlling a line of people that cannot stop moving and the player can only attack on the axis that it is not moving on.
A twinstick shooter that uses paddles and buttons.
An animal onrail shooter where the player has to worry about sheilds.
An onrail shooter where the player is in a vortex and each level is a vortex and player can switch sides easily.
A puzzle game where the player makes something on screen using logic gates and the assembly of those logic gates and the more colors there are the more points the player gets.
A turn based RPG where the player has to turn his body in battles to hit certain enemies.
A rythym game where the player needs to move the instrument to hit the right notes.
An RPG with a job system there the job is changed at random.
A fighting game where 2d characers have more move damage and 3d characters have better grab stats.
An RPG where the player moves the battle system changes each time for each party member.
A shooter that only goes in one direction but the player can change the axis in any direction. enemies come from all directions
A run and gun where the controls are changed at certain parts of the level.
A game where one players level is different than the others.
A run and gun where the player can only go right and jump but the player can ride a certain rideable animal to go to another direction.
An RPG where the player solves puzzles and their are signposts that are seen with kalidescopes, telescopes or microscopes with different lenses.
An LCD game where there are 2 types of LCD, one color and the other monochrome and they cannot be turned on at the same time and they show different views.
A first person puzzle game where the player has the power to change his eye resolution and the more detail the person has the less color the player sees and vice versa.
A first person puzzle game where everything seen from one output looks different form another output.
A puzzle game where the player changes the harmonies on a song to solve puzzles.
An RPG where magic is all colorful.
A platformer where the player has to press a button while landing or else there will be recovery time and the player must speedrun the game.
Same as last concept but the game is an endless running platformer and the player is running from something.
A dream course like where the player is the bowling ball and the player needs to defeat enemies first before hitting the pins or else it will be considered a gutter ball.
A text based puzzle game where the music increases in harmonies as the player gets closer to solving the puzzle.
A spill tactical RPG where each liquid effects different sides.
A puzzle game where when a player press a certain button the field tilts by a certain degree.
A platformer where the player has to keep the right temperature or else game over.
A game where the game is slowed down then a harmony is added to the music and vice versa.
A raiser like where all levels are exploratory and it is a collectathon.
A real time strategy game where the player is underwater and has to make sure air levels is high
A run-n-gun that takes place under water and there is no lives only an air meter.
A text based RPG where the text on screen decreases when the player gets closer to its goal.
same as last concept but it is a text based real time strategy.
An RPG where the player has to go into each dungeon for decryption notes for each town.
A run-n-gun where the player competes with other players and the person who defeated the most enemies wins.
a run-n-gun where the player has a time limit on power ups and time can be restored and time is needed to get the highest score.
A shooter where the score makes the player stronger.
A shooter where the player needs a certain score to pass the level.
A puzzle game where the player uses brightness to solve puzzles.
A puzzle game where the player uses ghosting to solve puzzles.
An RPG where the more time the player spends with one character and levels up the more protected the other party members are.
An RPG where the player does special tricks to progress.
A mix between a tactical RPG and a tower defense game.
A space shooter where when the weapon stops giving the player score the player has to buy a new weapon.
A speed-n-gun where there are four levels with its own mechanic and the final level uses all mechanics and does not have its own unique mechanic, mechanics: bounce gel, dissapearing ground, speed gel.
A speed-n-gun where the controls are only rotate and go forward where enemies are effected by gravity.
An inertia based puzzle game where the player chooses and moves one piece at a time.
An exploratory top down run-n-gun where the enemies on the narrowest pathways get the most points.
A text based RPG where the player uses one letter at a time.
same as concept223 but the game is rythym based.
An RPG where the player is in a time of war caused by an idiot by doing a bunch of things wrong and that idiot is wantede for crimes.
A 3d metroidvania that is on rails.
A run-n-gun with the ability to go into first person for a limited time and is necessary to solve some puzzles.
A puzzle run-n-gun where the player moves by jumping.
A puzzle game where the wrong move leads to something bad and there are 4 modes, lives, regen lives, score attack and time attack.
A puzzle platformer where the player merges into walls to change parts of the world.
A depth based puzzle platformer where there are stages where you can jump and viceversa.
An RPG where the player makes his won beastiary and the player can choose what it can be about but there are limits on what it can be about.
A real time RPG where a bunch of enemies rush towards the same direction and the player attacks the closest enemy first.
A sports game that is a baseball game where it is also an RTS game.
Same as concept234 but it is turn based.
An RPG where a robot is a dungeon master.
A game where a robot controls the weather, seasons and the day and night cycle as well as the speed of time.
A fighting game where the players play as planets and have to break pieces off of each other and the last one standing wins.
A puzzle game where the player makes something from a sphere and the more vertices it has the more points the player gets.
A game where the player looks through a ball and blace enemies in the heros path.
An edutainment rythym game where the player learns how to play a variety of real world instruments and real world dances.
An RPG where the player needs to go through time to get a vaccine for a disease and each time line has its own battle system.
A breakout like rythym puzzle game where the player changes the type of ball on the fly and certain ball bant break some bricks and the player thanges the ball at the time of the music and same thing when the ball hits a brick.
A rythym game where a polygon on screen is used.
A rythym games that goes in loops a certain amount of time and the more loops there are the harder the game is.
A game where the player plays as the villan in the story.
A beat-em-up where there is a special for time and a special for combos
A beat-em-up that has a damage percentage and if its high the farther the enemy will de launched. The player also has a damage percentage.
A lightgun game where the gun uses color to differentiate each enemy.
A platformer where each player has a different abilities to progress
An open world racing game where the player is not just on the ground but on buildings as well and the player can jump from one building to another. The player can defeat or avoid enemies and they are around the player.
A game awhere the player has to try to take down the games DRM and it is hard.
An RPG where the player can make enemies less progressive and the more you do that the liklier the player will die.
A platformer where the progression is randomized and when the player defeats a boss the player gets the bosses weapon. Each weapon can be combined or seperated.
A game where the player runs a school and each type of school has different stipulations.
A beat-em-up where there are slow attacks which do more damage and fast attacks which do less damage.
A game where the player goes to different shaped worlds and they cast different shadows on other worlds
An RPG that takes place in a post great depression apocalypse and race, gender and sexuality matter because it determines allies for the player.
A beat-em-up where the player has a mutilist to help the player take down enemies.
A game where there is a gel to cause player to bounce and player can only move by shooting.
A beat-em-up where the player fills up a special attack meter in order to use a special attack.
An RPG where the player solves puzzles by using programming languages and each area is based on a programming language and solving puzzle affects a part of the game.
A dungeon crawler that is a bit randomized and the players goal is to capture the ghosts in each dungeon.
A dance dominator that is also a rythym game.
A multiplayer shooter where there are 3 sides and each side is weak and strong against another side
An edutainment game that teaches people about stereoscopic 3D.
An RPG where the player has to knock an enemy into a billards table using billiards rules and billiards balls.
An RPG that encourages community by having enemy and bosses change its element whenever a player hits the enemy or boss with an elemental attack the the boss or enemy is weak against and players can only use the elemental attack whatever element the player is and there is many elemental triangles and if a player attacks an enemy that is not in their elemental triangle it has no effect.
An RPG where the player can parry but in active time and real time mode and players can only do it in the time they have.
A shooter where the player can see everyones point of view but players point of view is most important.
A shooter where the world is divided in countries and player chooses a country and if player is out of country or in another countries counsulate everyone in the other countries will hunt the player down and other player hunt down each other all the time.
a competitive multiplayer shooter where the player hunts food to heal themselves and to feed the turrets and to take over a turret the player need to take down the turrets HP or feed the turret to take over it and when there is no one who took over a turret the hp of the turret is one which mean one shot to that turret means it has been taken over by that shot.
A competitive multiplayer animal on rail shooter where all the players are headed to the same place but however start at different places.
a shooter where the player is trying to take down a wall to expose the enemies weak point and the enemies are trying to take down the players wall and each side rebuilds theirs when they return to their side and when one sides weak point is exposed the other side can launch their cannon at it and win the game.
A shooter where the player is trying to take down a wall and trying to expose the weak point and when theattacks of each side is in the neutral zone everyones offensive abilities no longer works and the game uses two combat systems
A competitive multiplayer shooter that uses multiple combat systems.
a first person RPG where the player is blind but can hear and feel and sound bounces off objects and motion also creates sound and shell a lot of stuff and that is what the player sees but if the player sees enemy through sound, player has to attack enemy to see what it looks like five seconds in advance or else the player will be attacked 5 seconds before it looks like an enemy is attacking the player.
A fantase game where the player can ride vehicles but the player in the car makes it faster but the player can go to another woeld if player wants to and vehicle on ground, player can ressurrect people and kill enemies by looking into their eyes.
An RPG where the player controls two people, one person can teleport and can harm psychologically and other person can heal and harm physically but the game encourages player to have them work together.
An RPG that is also a strategy game there the player controls units in game and can tell other player what to do and one player is the ground general whaile the other players are generals working for grand general and player can become a grand general or a general in someones army and if a grand general gets defeated in their own territory in game, the territory in game gets lost to the winner and their are enemies and bosses who spaen who are not on any player site. grand general is all elements and other generals are one element and there is an element triangle.
A god sim where the player cannot build on the enemies land and to get more land the player has to build towers on the edge of the players land, which the towers take the enemies land nearest to it, by attack the land for an ammount of time and after that ammount of time, land is taken and it destroys itself but however enemies can take over the players land the same way. Players cannot build on enemy land.
An RPG that uses a mixture of blades, melee and range weapons that are short medium and long
A first person rogue like where the paths go in all kinds of directions, including underwater and above the player so the player has to capture thes monsters which are big enough that the player can ride them and the dungeons go on forever and there are three monsters, swimmer, flyer and runner and the player cannot fly or swim so he needs to ride those monsters to do those things and breed them too.
An RPG where the player harvests, grows and mines materials to make monsters to protect for the player and there is an energy bar and sheilds have disadvantages of less energy and advantage of protecting player and vice versa for attackers.
A platformer that changes level progression during certain times of whatever and can use a real time clock.
An RPG where the player explores but has to stay hidden or else there will be culture change (maybe progress will change) which the player does not want until research is done and maps can be made and limited or randomly generated and goes on forever and each culture the player explores is different and the players find materials all over the world and build to progress but using these may cause cultural change and walking on these unexplored lands or continents may cause cultural change and player may need to build something to prevent these changes and progression is fast for both player and other cultures.
An RPG where the kinds of monsters/races and classes are ramdomized including the players and its similar to the last concept. Players can recruit monsters after defeat.
A first person rogue like where it is also a shooter but however the element for the playable character is randomized and its on rail but when the player reaches an intersection , the player shoots a target representing a direction in front of the player and all enemies are one element of three which are in a triangle and when the player gets to the exit the player has to solve one puzzle chosen randomly out of many enemies are randomized but combat is not in a different world and still is in real time.
An RPG where the player is a tank and its open world and first person and a shooter and their is an element triangle and enemies only have one element and players have to take down walls to progress.
An RPG where players are running for government positions and have to do stuff in order to get reelected.
An RPG where each body part of an enemy has its own element
An RPG where every area is hazardous and the player must find the armor for that area.
An area where only certain people can see certain things and the player must talk to them.
A moria like where the town is in the sky and the overworld is the dungeons.
A class based competitive shooter where every time the player kills another player the player has a class change and its progressive.
same thing as concept 295 but its teams
A rythym RPG where the player can miss beats but not without pressing a specific button.
A competitive multiplayer shooter where it takes place in a mall and the player has to get specific gifts and it starts outside of the mall.
An RPG where when a specific gas gets released in a area the player sees and hear specific things their are four of these gasses.
A strategy and tactics game where the player builds towns and expands them.
A class based shooter there one character solve puzzles and the other protects the other character
A magic and mayhhem like where specific elements of the areas have different hit or miss ratios
same as concept 302 but it is a strategy tactics game.
an active time battle system that takes time to select an attack and it takes time to use the attack.
a battle royale with enemies mixed with landing craft sims.
A combat system where player removes limbs from opponents and has a pun for each limb
a strategy game where the player views from many perspectives thd the player utlizes it.
A strategy game and shooter where the player rallies units by streaming or player can join others ranks.
A fighing game or brawler where the player has complete creative freedom to make all characters and there is little unbalence.
A game where skill trees are randomized.
A horror game that takes place on social networks. There are different endings
a boxing game where the player can swarm, outbox and brawl.
An RPG where the player can buy slaves in game but however that increases risk of being killed or worse.
A cover based shooter where the player can controll a robot connected to the arcade cabinet and the player only hides behind arcade cabinets.
An RPG where the player changes location by using VR glasses and changes envirorment using AR glasses.
A game where at first powerups are easy to use then it gets hard to use.
An RTS game where each player controls a unit, the other units grow bigger and there is an element triangle and a system speed.
A unit command RPG where the player can make direction lists.
same as concept 318 but it is a strategy game and an action strategy game.
A tactics team where one team is made of spies and the other team is an attack team.
same thing as concept 320 but thereis a defense team to protect the base
A chaotix like where it is a stealth game and enemies have weak spots
A shooter where the player has to lay down traps.
A tactics RPG that takes place in space and player units can go to planets
A tower defense and edutainment game where the player learns how to write software, there is a god sim mode.
An edutainment game where the player forges metal objects.
An edutainment game where the player makes light displays.
a pinball game where the ball is being sallowed up by a vortex.
an edutainment game that teaches how speech synth and speech players work.
A strategy and tower defense game where biologic soldiers are creative but slow production while robotic soldiers are the oppisite.
An edutainment game about networking
A fantasy game where the player plays as a killer leprechaun who can use magic trying to hunt down the people who have his gold.
A pokemon snap like where the player takes photos to get information.
An RPG where the player cooks.
A god sim where the player adds and removes celestial bodies and people will interpret that differently.
A god sim where the player controls two rival comic book companies.
A game that teaches the player how to make a bulleten board system.
A beat em up where the players use mytholigical weapons and can fuse them.
An RPG where the player collects actions and can hold a limited amount of actions.
A science fantasy racing game where the player can use magic and the players have a limited amount of magic.
A game where the player can make tools and weapons or traps.
A brawler that has an element system and magic system and there is only one type of element trap in each stage.
A god sim where the player creates an overworld and dungeons that are defeatable for other players.
a pinball table with a volumetric display that can be modded.
a flying platformer where the player flies around planets.
a platformer where the player swims around buildings defeating enemies.
An RPG where magic is health.
A strategy game where inside building is a tactics battlefield.
A game where the player can use any movie and its machine learning AO will turn it into a game.
A game where the player draws out districts of real cities and you earn points if the citizens like it.
A chess like game where each player controls their side of the board and they shape it themselves.
A fighting game where the players can knock down weights to take down the other player.
An RPG where the player is a U.S congressman.
A game that only saves at the end.
A game where you use a halberd for many things.
A maze game with bounce back.
fighting game that uses different kinds of swords.
open world racing game where car is randomized after starting or dying.
RPG that each party uses a different battle system.
A QIX like with multiple kinds of lines with different point values.
Boat racing game where world is a vortex.
beat em up where weather changes and effect controls.
Text based strategy game where the player is the president getting information from generals.
A game where player travels to new world and the player needs to get enough supplies for everyone and there are limited amount of food, water and oxygen, there is a sanity meter.
A compilation game where each game is randomized.
An edutainment game where the player makes video games a long with the hardware needed.
A game where the player can mine or craft but it is limited to job.
An RPG where the player can choose through its actions to be a hero or foil(also known as a cross between an antihero and antivillan) and it decides what weapon the player can weild, sword for hero, spear for foil.
An RPG that takes place in a building that is a town but it rearranges itself.
A platformer where the player sprays liquid on ground to go faster.
An episodic RPG where the player gets new traversal abilities each week.
A sports game where the player has to match the color of the goal or lose points.
A game that generates using a spectrogram.
A video game adaptation of gin rummy using a quantum computer.
A rythym game that teaches people all kinds of musical instruments and it uses machine learning A.I. to determine everything about the instrument.
An RPG where each element has a weight.
Breakout like where bricks surround the paddle and player rotates paddle around
An RPG that is active time where the player has three timers for each element. three different set of magic points for each element if turn based, there are three different elements.
An MMORPG that allows people to use telex system over radio.
A klax like that uses tetriminos.
An edutainment game that teaches people film effects.
A minecraft like where there is permadeath but save does not get deleted.
A puzzle game where player travels through one through fifth dimensions and each dimension effects one another.
An RPG where the world is made of fractals.
A monster hunting RPG where the player hunts down criminals and if they dont do what player tells them to do they die.
A battle royale where the players go into dungeons to take down bosses.
A brawler where each action and hazards is changed by a robot every specific amount of time.
Same as concept 387 but a fighting game.
An open world racing game where the player races through 4 dimensions throughout the real world.
An RPG where armor is sentient and player can combine them to make them stronger.
A 2.5d puzzle platformer where the player can throw things into the fourth dimension
A card and dice game where the player can learn special effects in movies.
A game where other people can change the game in real time.
same as concept 385 but a gale of darkness like.
A king of monsters like where there are quick time and/or rythym events at certain parts of the battle.
An MMO run n gun where layout is changed based on powerups chosen by the player.
A dwarf fortress like where the player can record the inhabitants life and it uses machine learning to turn that into a movie.
A dwarf fortress like with an RPG mode where the player can play as a god or super powered being.
A puzzle game where the player inverts colors and brightnesses.
Same as last concept but it is an RPG and it is done to save the enemies lives.
A game where on one side the player is blind and on the other side the player finds what it is looking for through trial and error.
A flappy bird like where each bird is tethered to each other.
A puzzle shooter where the player can change into multiple colors and its all colors of the rainbow.
A satiracal shooter where the player has to end the left or else the player gets crucified.
A 4d pinball game
A hyperbolic space pinball game
A spherical space pinball game
a beat em up based on the public domain comic book series funnyman.
A run n gun where the first shot freezes an enemy.
An RPG where the player made seven objects that grants wishes and needs to go to purifying springs to remove limitations of the objects.
An RPG where there is a town and its inhabitants made out of bubbles.
A game that has a machine learning A.I. make games in the game.
An RPG that takes place in a candy factory with minsters and envirorments made of all types of good candy and their are parts of the game where the player has to eat this candy.
A game where the player has to manage resources as they move and the more the player moves the liklihood of a trial increases and each trial is a mini game that the player must pass or else game over and player moves automatically and speed can be changed. there is randomization and machine learning will make a movie based off of the journey and their is a race at the end that the player must succeed in or else it is game over.
An RPG where the player changes the worlds alignments in order to solve puzzles.
An alternate reality game where the player needs to find objects on a boat.
An alternate reality game where the players create a map by solving a puzzle using puzzle shapes.
A game that randomly changes on what it could be and dreams.
A light cycle game where the player mines natural walls for currency to destroy other players walls. Cost increases every time its used for each player.
On the bosses there is a spot that has a minor difference in detail and that is the weak spot and it changes color to show health boss has if there is no boss health meter. The more enemies there are and the more they move, the harder the game gets. make sure boss attacks can be avoided, boss attacks are bullets.
Same as shooters but more point are given if powerups are used and combos are done.
Player gets a better score in arcade mode, if puzzle is solved in a specific time, not all states of the puzzle can be met at the same time and player must do specific things to get to the goal, more steps needed to solve the harder it gets.
Controls are very simple but difficult to master, players can partialy control computer teammates, follows rules of the sports.
There are treasures, core parts of the game have some element of randomization, more the player kills the more points the player gets, arcade modes always have time limits. Always have a no map mode.
There is always speed control, the other racers are always hazards and the goal is to get to the checkpoint before time runs out or else game over.
The threat is always slowly coming to the player. The threats minions are always trying to prevent the player from stopping the threat. The resourced the player need is hard to get. The player needs resources to stop the threat, controls are simple but difficult to master.
Always have plyaers go through the entire maze and mark where they have been. Always have intelegent enemies that go all over the maze. Always have a way to beat enemies. Always have random items that the player can collect for an incentive. Never have the player just walk into an enemy and defeat it.
the map is randomly generated and cover dissapears after unit went to an area once. each unit does a certain task and enemy units are partially randomized. units have half of a chance winning against enemy units.
After player does an action a rest timer will start and it will last based on the attack used before hand. players can do dual attacks if party members needed are done recharging.
similar to RTS games and Real time combat in RPGs but there is more verbs available to the player.
similar to regular rpgs but after player uses a card the player cannot use that card again until it is collected again. and their is a limit of how many cards a player can hold.
players can change classes by leveling up, using items or combo of these methods and class changes are linear and if class is not permanant the player reverts to class beforehand after battle is over.
the more the platforms moves or far away they are the harder the game gets. enemies in shooters apply here as well./p>
There are two kinds of bosses weakpoint seen in shooters and strength based which the player can attack all over. There are two types of dungeons puzzle whish are strewn with puzzles and are like puzzle games and action which is like shooters.
every system effects other systems, have it randomized, and have consequences for using those systems
There must be something to tell the players what the assistmode does i.e. changing rules to make the game easier game must be able to be completed with this mode, also maybe a reccommendation to play the normal mode.
powerups of different kinds can only be combined and each combo must have unique abilities. power up combos must be found in the levels it is found.
same as active time battle systems but the player protects a singular thing and the player places units with its own strengths and weaknesses.
enemies must be randomized, units must have advantages and disadvantages and there are places that specific units cannot go to.
Attacks with most button presses cause the most damage. each enemy must have its own characteristics and a combo of weak attaks or a weak attack, There must be an element triangle system.
There will always be people to protect, can only level up by building buildings and people must give offerings to player to use in other places. if there is a boss rush in between each fight the player must be able to save and restore health in certain amounts.
Educational information must be a part of the game, not a seperate screen to do work on, the mechanics must have something to do with real world facts, there must be signposting to real world facts, and sometimes it sannot be like a quiz or a quiz at the end of the level that the player needs to pass.
Each member of the party can do something and each member moves on its own and a specific amount of the party needs to finish the level before time runs out. Player needs to help party members whenever necessary.
Must be voluntary, used to taunt, react or warn.
Same as fighting games but their is pinning an opponent for a specific amount of time to win and players can bounce off the ring. Counter pin must be available for all players. there are ringouts if timer goes off out of the ring.
Same as shooters but player is able to fully control camera aroun dhim and shoot from that area and player can partially control movement of the animal.
When the player is strong the health meter will not automatically go down to what the player lost in health and it will stop if combat is done the health roll down will stop to where it is when the player defeats the enemies in combat.
Computer chooses best theoretical and/or experimental odds and it is a risk to autobattle.
Game rewards player for meeting expectations and the oppisite is true.
Player faces towards the enemy and the enemy hits player less damage and vice versa.
They can only happen in certain times in battle and they are more powerful than normal attacks.
The player only uses items to get moves that work with certain classes and they can be removed and these items the characters hold and one item per character.
For playing each minigame and winning, The player must get a reward and an even better reward for winning multiple times.
The player must need something to catch the monster with and they must do a certain action to catch the monster.
breeding must be predictable and each breed has its own attributes and it is similar to skill trees.
Summons must have a limited use for certain ammount of times and they are way more powerful than ordinary magic attacks.
These anythings have different qualities fron than just walking with nothing
The bigger and smoother the terrain is the easier it is and vice versa.
weapons must be able to adapt to every job. The more the player levels up the more jobs that are available, If the player wants a spell that is learned from a certain job then the player must have experience with that job. all spells can be used by all jobs.
The story must be short enough that it teaches a lesson or an oral story.
There must be creative freedom if neccessary for what genre of game and must be tied in some way to the original property, memory limitations might be a reason for creative freedoms.
Can increase difficulty, can make new ways to discover new ways to play and makes players play it the way its intended or unintended.
There is a time limit and players can activate cutscenes or another area by touching another object and everything is randomized, players must have something to do.
The NPCs come to the player and talk about what the player did and how they think about it.
each plant/animal must have its own condition. cost of each plant/animal must be adjusted for its conditions, must mave a time limit for each day, unique event must happen each day and it is based off an in game calendar and clock. every plant/animal must be able to be sold.
Players switch between viewpoints, it is designed like shooters and security measures must be signposted. The player protects something of value.
The design of video games must be suited to the controls.
If the pits and obstacles are small then its easy and vice versa.
The weak spots or weapons of the boss must be either around the boss or a single point on the boss, not both.
Bosses can change the direction of the player, the less the boss does that the easier it gets and vice versa.
Same as shooters but the enemies climb.
Boss attacking in multiple directions is hard and vice versa
combos use both guns, The player switches from one gun to another, each gun has its own powerups and if player loses life with specific gun selected the player loses the powerup.
Players get a reward for successful protecting targets, same as shooters and platformers but however the player is trying to get the boss to the top of the stage and player jumps from up and down platforms.
Cursor must move with the player and must not be too fast or too slow.
Some things must be randomized and others not be randomized, there must be signposting for where the player is not supposed to touch and how many of them there are and click on a blank space and surrounding signposts are revealed. If player touches something that they are not supposed to touch player gets punished.
Everything that character sees needs to be explained to the player, signposting is neccessary and all available choices must be shown to the player and it must be written in very common words.
The more cannons rotate to lauch out of the harder the game gets.
some enemies and things cannot be swallowed and same thing with spitting them out, some enemies can be fully digested.
each chapter must have some differences unique to its chapter.
The players are convinced to buy non reusable items because of the high difficulty.
The box is being filled with pieces being thrown in the box constantly and if box fills up all the way the player gets punished. The player switches spots of puzzle pieces and 3 needs to match to get rid of those pieces and its the same as puzzle games.
enemies vary on resistance to current and there can be multiple currents at once and player is less resistent to currents, currents push players away form their goal. The more power and more currents there are the harder the game gets.
same as sports games, but there are enemies around and every enemy in the area needs to be defeated so the goal would appear, The character is the ball and there are powerups that can be used at any time.
All campaigns must have the same difficulty but gets a little bit harder after each campaign is done and must have unique mechanics except for final campaign which is the hardest. No multiple endings per chapter allowed.
The faster the player gets the more rewards the players get to the goal/goals and vice versa.
Even after the player soved a puzzle, a part of the puzzle can change randomly at a random direction and it can be bad.
There must be an equal amount of possible primary attributes to possible major attribute and possible minor attributes and for every advantage there is a disadvantage and each job or class change must have its own requirements.
Attributes do not work with all effects and all kinds of spells/elements, player also has a choice to learn made up spells at certain levels, classes and jobs, more spells that use more magic points also is expensive and vice versa, spells can only be one type of spell and have more than one attribute and the spell grows in power as the person levels up.
obsure everything except areas that the players explored, reward exploration with level ups or have very direction where anyone is unique.
This is done to see and establisd a connection between party members and each party member has its own stats.
It gives the player a need to protect other party members and feel a need to be protected and a need for every single party memper to protect each other and there are advantages and disadvantages.
each party member has a limited time before he or she goes away from the players party, If the game has permanant party members the temporary ones do not go into the party slots, the player can call those temporary party members at any time thd those temporary party members must have advantages and disadvantages to permanent party members if the game has permanant party members.
The shops can only buy if they have the money and if the player sells an item that costs more that the shop has, it cannot be sold and the same happens when the player buys stuff and vice versa.
Stationary objects must be killed with one shot, enemies must be at the same speed as the player when moving and enemies must not be at the very beginning of the level like run n guns, bottom is more difficult enemies while top is more difficult in speed, stationairy objects must take two shots to kill if player is at a longer distance and if its farther apart, The player needs more shots to kill and vice versa.
The player can switch between units at any time an the player can command units.
Press a button on the map and the things the player is commanding will go to that area.
power ups cannot be randomized and there are controls for surprise enemies and there is recoil. weak powerups are necessary is game repeats from start.
The more something or someone has befor the timer runs out wins.
There must be a lot of stuff and traps, powerups and multiple paths that all have to lead the same destinations and ways are interconnected. Stage four must be randomized every time. exploring combos used, hits on opponent gets the player points.
Each character has different popwerups and continues and after character dies they have the choice to change characters.
There is one starting point and the player has a choice to do what level next and that effects the ending of the game and the same choice does not come up twice.
Same as shooters in platformers but if your not on the ground for a specific time then hit the ground before jumping the player dies and powerups are temporary.
The faster the platforms dissapear the harder the game gets.
All paths go to the same destination and threat speed cannot be faster than the player. The faster the threat is the harder the game gets.
The visuals disorient the player so much it effects the gameplay like some of the visuals look like there out of order and the more movement and out of place things there are the harder the game gets.
Same as disorientators but is a lot of movement with a lot of attacks that make the game harder.
The higher the level of the enemy the faster the song is.
The more invisible things are the harder the game is. It is designed like a metroidvania and you cannot tell what is floor, wall or celingand the player can go anywhere and a full 360 degrees.
Same as a shooter for difficulty and the player needs something or needs to do something to trap enemies and the more enemies trapped the more points the player gets and jumping over enemies not trap gets the player points and the goal is determined by point quotas.
It is a puzzle where the player has to figure out what song needs to be played and the clues must be signposted and the player plays the songs. It is explained how the player plays those songs.
There are no rules for randomization except for time and surrounding area around player and every single thing is randomized an getting resources in necessary for the player.
The player has to solve puzzles without getting caught in multiple ways in the best solution or else the player gets punished.
All mini games must be simple and must not have a language barrier, all the mini games must be short, chosen by the computer, there are always levels in the game, first level is easy, last level is hard.
Same as battle royale but the players need to get as much rewards 1st and the player explores to find rewards and the person with the most rewards wins.
Changing the game in different ways at different times.
Seperate genres by level or mix the two genres in the same level and have a button or combo ob buttons to activate the submechanic quickly of each level in the game.
Always have a fly on/off button or something, have platforms spread far apart to encourage flying and the rest of the game design is a metroidvania.
same as rythym games but note stays in one place but stays on screen for a certain ammount of time and a note on screen for the least time and multiple notes at a time make the game hard.
same as rythym games but bosses miss notes and the player has to hit more notes than the boss and the boss that misses the least notes the harder the game gets.
1. Tolerate failure outcomes, 2. One save slot with auto saves for everything, 3. Make failure fun as success, 4. Reward failure instead of success.
Similar to specials in RPGs but special attacks uses the special attack meter and can be used multiple times as long as the meter is full and attacking fills the meter up or something similar like time fills up the meter.
Same as puzzle sut but the player does not control kind of bullet it uses and when there is nothing holding up the group of structures the structures fall and there is a time limit and the player is trying to clear the screen.
like every other game but the player learns to master the controls which are easy to learn but difficult to master and the player is versitile.
player needs to prevent other players from getting to the dance floor and the player must dance on it to take it over.
The player gets an item that makes that person a boss and that person has weaknesses different then the rest of the players and another player can become a boss if player dies and in that case, the player loses the item.
totally independent from playable character and camera effects enviroment and enemies can effect cameras. The more camera blockages there are the harder the game gets.
some bosses and enemies need to have high health to encourage community while other games to to encourage independence by preventing players from fighting other bosses or enemies.
similar to having a game that is two genres at once but with advantages and disadvantages for each system.
The stronger the enemies the bigger the rewards. enemies spawn in areas with lots of players or ranbom spots and spawners can only spawn a certain amount of enemies then the spawner gets testroyed, theres multiple types of enemies.
player has to get powerup first and then decide if the powerup can become a partner or not and if the power up is a partner then the player can collect another powerup that the player can use and the player can switch roles between the powerups.
players use ballons to fly until it his max height or pops from other players and player cannot fly with ballons and shoot at the same time.
all the players are in a dungeon that they cannot escape and one player is the threat to the other players and if other player escape by doing tasks in time other players win but if the threat catches the other players or other players do not escape in time the threat wins and whoever the threat is randomized.
the series of input has to be put in a specific period of time, has to be shown during that time frame and whoever puts in the series of inputs the fastest gets the most reward and the smaller the window of oppertunity is the harder the game gets. bosses are a bit harder.
The higher the speed the less tactical the player is, specific speeds have different reward and less enemies encourage low speed.
only for battle royale modes, the less people there are the faster the circle shrinks.
enemies behind corner encourage players to use auto aim.
same as rogue likes but there is a town that is not randomized that the player can always return to and players can buy items from the shops there.
player needs to gather resources to build something to protect and there is a timer to destroy the barrier between other sides.
The faster the enemies sequence is the harder the game gets.
have so little unbalence that the game is still good and also have the unbalence to allow experimentation.
skill trees must be intresting and must encourage going off the beaten path and must not go away from the experience or encourage grinding.
same as ridable animals but cannot be bred or lured.
choice of element is randomized and element changes every time player moves and there are two modes, tactics and strategy.
have a different final boss for each element or character.
can be made at any time and a few things will be randomized and if not using direction lists there will be more control and not using the lists can be tedious.
Uneven terraign is neccwessary, player must control all members of the players two teams, one at a time, all teams must tell the player what they are doing even if they do it on their own based on conditions or doing what they are told, video game AI must control members not being controlled and players can only command a team that its members is not being controlled by the player and with the members of a team being controlled by a player, the non controlled members of the team follows the controlled member. Multiplayer modes should have all other moder in shooter and a level tower defense mode where one player attacks the other defends.
everyone is visible on map, there are two teams, one team has unlimited respawns but the other team is the oppisite.
collect stuff that is falling and close and sliw stuff is easy and the oppisite is true.
negotiating is like combat and normal talking is in a element triangle and there is a time lifit and if player does not coose by then, the player will say nothing.
combos must have a reward, combo breakers is any move that breaks a combo, and the more combos someone needs to defeat an enemy the harder the game gets.
Game changes plane for certain times of the game, character with most health changes plane first, there must e an indacator when a character is going to change planes at the move the character is going to make.
There must be a reward for destroying all the buildings and structuresm there must be enemies surrounding the players and bosses, there must be powerups and buildings and structures that can be picked up.
Have paths that players have to traverse through or else it would be more likely for the player to lose and have stuff to make the player go faster, the harder it is to traverse objects and paths, the harder the game gets.
pressing a certain button in time makes the game harder and the influence in different ways must be used to serve different objectives, never to make the game more difficult.
first a group of fruit then one object at a time gets tossed fast, then it ges slow, power ups appear at certain intervals, bombs appear randomized and they can take anything( time, points, powerups) if player touches them, then when time is up a huge object shows up and it is its own mini game which players have to do something a lot within a certain time. goal is to get most points in a certain time using combos and powerups.
An object gets tossed one at a time then two objects at a time then a bomb then an object and a bomb then tossing goes faster, more objects and bomb combos come up and randomly a huge mini game fruit that has the player do something within a certain amount of time, and players cannot hit the bombs or miss fruit or else the player will lose a life, lealth or instantly die and the goal is survival.
same thing as other battle royales but units can only be found not created.
The player needs signposting for puzzles that people can understand in a limited ammount of time, each level and item is unlocked every time the player reaches a goal, the player cannot solve every puzzle the first time because the player does not have all the items and the player is scored by what animal/monster is doing or in the center, if its facing the camera or not between both of them, size or multiple same kind of monsters/animals in the picture, the animals/monsters are shoen tn their natural habitat and its on rails.
let the player discover everything for itself even in the beginning before the game starts and let the player discover how the game starts and it is also a partial tutorial and when the game starts, let the player discover the rest of the tutorial and these tutorials tells the player they can do whatever they want.
Aimimg ust be precise whenever needed and player can aim right of itself and the more movement of enemies and presision the harder the game gets.
There must be a difference between all alignments, bad characters only go to action areas, good characters only go to puzzle areas and neutral characters only go to a mix at the end and areas increase in difficulty.
if previous party dies the player can ressurect them where they died and make them or some of them a part of the players party regardless of alignment and those party members will have new moves after they died.
The characters would be very hard enemies and they have permadeath and very rare chance of appearence and can exchange characters with otheer people for the chance to encounter them or become playable characters with some reason why they are now less experienced or something of that nature and need to complete previous games first.
There must be suprise attackes by the player and the enemies and done who does suprise attacks first and that must be signposted and with spy job, chance of suprises are more in the players favor.
in fortress mode the player builds and harvests a bunch of stuff and it is a life simulator and building and harvesting is slow and the player commands a bunch of people and the player tells what person what to do and the player has to do everything to survive and the player can see everything from every single height and the player has to look at everything to see what everything is and player can abandon settlements and save settlements in the world forever, in adventurer mode it is just an RPG in the same world but the player can explore fortresses. Before the player startrs with adventure and fortress modes it takes in game time to get ready and that is automated and the player has to find a location where to build a fortress and it shows good and bad places to settle. in legends mode it shows the player the history of the in-game world. before the player starts any mode, the player needs to generated a world and when it is being generated, so is the history and the player can stop generation at any time.
each character is unique in mechanics and each level varies in different mechanics.
The player tilts the stage to move the ball around and the more ninty degree turns and obstacles there are the harder the game gets.
The player has to ve freely and patterns are different on each level and the use different mechanics as well and it is the same design for shooters.
The voice must be meaningful and omnipresent.
Player must be able to switch between mechanical and video game portions by doing something in the game and mechanical part of the game must affect video part of the game and vice versa.
Same as shooter but map screens, items, endings and bosses are possible but limited by screens.
There must be a certain thing or things to collect or type of things and when all those things are collected the level ends, players must know they have to jump as soon as they hit the ground and when they find a sign post object must be revealed temporarily and if an object is there, the object must be permanantly revealed. Player has to jump on the object many times to collect it. The more enemies and colors there are the harder the game gets.if player does good at full health the player becomes invincible and can defeat enemies. Enemies can only be defeated when invincible.
same as maze game but there are pits and the player bounces off walls and slingshots around poles to change direction and the faster the player,enemies and the more pits there are the harder the game gets.
same as maze games but the player has to open the path for each object first and player gets bonus points for each object collected by the player and once robber gets inside enemy spawner object is gone and robber is faster after each level. enemies are stunned not defeated.
The player do not ride on your dragon into towns and the player walks on foot instead. The player moves around the enemies, battles are active time and attacks vary on how many active time meters are filled, battkes are random, active time meters will not fill when moving, enemies can move around the player, stationairy enemies summon help and the player only needs to defeat the stationairy enemy, sometimes the player needs to kill a certain color of enemy in battle since that is the queen, the player can change attributes at any time except when no time meter is full in battle, red zone in battle is high damage, grey is low damage and green is no damage, there are puzzles in the overworld, The player aims reticle then shoots at chest or door to open it, The mor weak spots in red zones the harder the game gets and the more the bosses change zones the harder the game gets. Leveling up with specific attributes allows the player to learn certain spells and that is how attributes work. Speed is oppisite of defense and magic is oppisite to phyical power and the oppisite is true.
More challenges there are and neccessity of powerups the harder the game gets.
Ammo is players health and when the player uses all of it the game is over, the faster the targets and the more gaps there are the harder the game is and some targets can take away ammo from the player and there are recovery powerups that are few and far between and only recovers a certain ammount.
Same as shooters and games where you rescue other people but the player cannot let the people fall to the ground or else the player gets no extra points, enemies are few and far between and the player only goes in one direction and changes direction with a press of a button. Level is defeated by rescuing everyone if the people are not dead.
The boss moves slowly towards the player while enemies are swarming the player and the player is trying to get to the center by shooting to the core to kill it, The faster the boss speed and enemies are the tarder the game gets and if enemies get behind the player the player turns on sheilds to kill enemies and it lasts two seconds and it takes five seconds to recharge.
When ememies hit the player, the player loses fuel which is the players health and can only refuel once and there are 4 people to rescue and they are ranked lowest to highest, The more low count people the player rescues in a row, the player gets a combo score, enemies are stunned with bombs and if player gets everyone without refueling the game gives the player bonus points. The higher fuel consumpion and more difficult manuverability is the harder the game gets. player dies by hitting ground or wall.
it is one game or multiple games and the player is trying to get the highest score in the game before time runs out, in a tournament game where there is multiple games, the player does specific tasks in each game before time runs out with an exception to the last game which the player plays until time runs out, scores from each game are added up and the person with the highest score wins. With a tournament game with one game on it the player gets rewarded in how far the player an get, secrets found and collecting items and person with the highest score wins.
each player can face vertical, up diagonal and down diagonal and the player shoots in the direction the player is facing in. Any player can shoot the other player and when a player gets shot or gets hit by a ball, that player dissapears and takes time to respawn and it takes time for a ball to spawn in and the goal is to shoot the ball into the goal and reach max points one ball in a goal is one point and respawn times are reandom and cpu player speeds up shooting once more points have been earned.
The player has four lives and thesheilds are the players lives and the player guides the enemies into the sheilds and the enemies are chasing the player, the player recovers its lives after beating a level and after each level the enemies become faster.
The player gets lives every certain amount of points gotten, The player collects a maze change item to change the maze, the player collects a certain amount of items in a certain area to spawn the maze change item and when the player collects it, it changes the maze and spawns more items, enemies become faster when game changes.
After the player collects a certain amount of items in a certain area, spawn more items item is spawned in when collected and more items gets spawned in that area, when that item is collected and there is a timer, the more complex paths are the harder the game gets, sleeping enemies blocking paths make the game harder and enemies are woken up when player goes past right them. Follows enemies from spawn area and the player gets combo points after eating enemies that have respawned.
The player has to get to the boss in a certain amount of time defeat it as well or else the players health will not be replenished at te end of the leven, when time ends the level ends, same as shooter but the player drives with objects in the road and the more objects in the road, the harder the game gets. Some parts of the level is easy and other parts of the level is hard.
Same as shooter a bit but when the player moves down or up a platform, the player gets pushed back and cannot move during that transition and the more the enemies move the harder the game gets.
Trajectory of players attacks and jums must be shown and player must be able to rotate around eachother freely. same as fighting games.
The player has to kill a certain amount of enemies to filish level and that amount is how many will spawn in that level and enemies and players can destroy walls and the goal for the player is to defend its base. The more freedom there is for enemies to get to the players base the harder the game gets and the player can do freindly fire.
The player has to defeat all enemies and boss or else the player dies, in a stage to get to the boss, the player has to defeat all the enemies and game tells the player how many enemies there are. THe more hits enemies need, the more obstacles there are and the faster bosses projectiles are the harder the game gets and obstacles make the player stop for a few seconds and the same goes for hitting a bosses projectile. Each boss has a weak spot where tons of damage is done.
The more obstacles there are the harder the game gets, go the wrong way the player loses time. If the player does not get to the boss in time it is game over, same thing when the player does not defeat the boss in time, when the player reaches the boss, time is added, THe player defeats the boss by touching him multiple times.
Same as puzzlw games but the more the player does well, the stronger the player gets and/or more money the player gets and after each level, there is an oppertunity to go to the store but it is the players choice if it has money in it and the player can buy stuff that restores the players health and stronger weapons.
same as shooters but speed and pattern flucuates but never to the point it goes below the level of difficulty in level and pattern is for some or all enemies and player always has vertical or horizontal shots and all diagonal shots.
Walking gives the player, cash and experience, there are encounters that players need to be warned about (if neccecssary) and some time when walking a choice in direction will have to be made and that determines kind of encounters.
Use black lights, single colored lights that are so bright the playfield looks monochrome and other visual/light effects and mechanical parts for game mechanics.
When doing an action there is an oppisite reaction and the player has to do or use something to do an action and there must be advantages and disadvantages for everything in the game and turns should not be a disadvantage and/or an advantage because all players need to have equal advantages or disadvantages.
Good signposting is needed for navigation, locating objects, learning spells, what to do and finging out where the player needs to learn physical attacks. All enemies and bosses must be designed for all attributes, health, magic and strength, there are max levelings for each of the attributes and max level in general, dungeons are like platforming challenges as well as cames and enemy encounters as well as bridges.
Level of character must be shown on screen, experience is gained by killing enemies and the player gains levels through experience and gaining levels gives the player more health and more strength and there is an max amount of levels for character and level determines the players ending, status effect enemies are only in boss lwvels and the player can only heal status effects in healing areas which recover the players health as well and are found in every level, boss levels are exploratory levels where the player can find allies trapped and the player frees them with special objectsw and they will help the player in boss fights, one special object per all areas and they can be found in stores or te player can turn enemies into those special objects with another special object and the player gets currency by defeating enemies, in stores the player can intimidate stores to get a lower price but the player has to be at a minimum level first and that minimum level needs to be signposted at the store or else the price will be raised. after the player defeats the second to last boss, the player has all the tools to fight the final boss then go on to the final boss level.
it is only two people racing, when it is one player , cpu can go through turned on blocks, when it is two player blocks can only be turned on for one person and its vs mode, when the player dies or the other person wins, the player loses and a side wins by reaching the end and the more obstacles and different obstacles there are the harder the game is.
It has one of three goals test players skill of mechanics in the game, add new mechanics and remix levels from other games by using mechanics of main game.
The narrator can powerup the players items and powerups at certain times, they will help the player at certain times as well as by telling the player what to do and taking down enemies in some cases as well as giving health and not limited to that, narrator will tell the player what happened to it in previous episodes and give back the players items and other stuff once the player enters another episode as well as remind the player what happen in previous episodes, the player can retry episodes, if the player does not do all objectives by the end of the game, the player gets the bad ending or else the player will get the good ending and areas in game are limited to the episodes.
Items are visible on track, The more traps there are and more turns there are the harder the game gets, player can only have a limited number of items in inventory and once the player reaches that limit, the player can not collect more items until the player uses one then an item is removed from inventory and using items to slow opponents down.
make creative freedoms when neccessary to make the game fun and game must have to be faithful to the licensed IP as in accurate with the licensed IP.
same as puzzle games but multiple pieces are coming down at the same time and the more pieces that come down, the harder the game gets and every time the player does not catch a piece, the player loses a life, when the players carrier is full and try to catch a piece, the player automatically does not catch a piece and the player drops the pieces on the floor and the player does multiple challenges.
same as both shooters and platformers, when the player runs out of bullets, the player dies and platforming part, the character moves by himself when the player hits an area that has no enemy, hazard or the character, The player loses a life or else the player keeps that bullet and the player shoots the character to make it jump as well as enemies and hazards and there are bullet pickups all over the level and the player can get powerups by shooting enemies and hazards.
The faster the game gets the harder the game is and when the player jumps too high or hits an obstacle, the player is stunned for a few seconds. The goal is to reach the finish before anyone else. The bigger the obstacle the higher people need to jump.
same as platformers and shooters and to get to the boss, the player has to get a certain amount of currency and collect all items.
same as fighting games but the player cannot jump and same as shooters but the player has to avoid the projectiles, when the player defeats its opponent three times in a row, the player goes to the next level, THe players goal is to get its opponent to the far right of the screen, opponents will go to their sides at random when something shows up and that chance increases when the player goes on to other levels.
enemy movement is same as shooters but they only die in two hits, with the first hit they are paralyed and when the player does not hit that enemy a second time in time the enemy will recover that first hit and become harder, It is also same as platformers. There is also a liquid in the game and if the player falls in it, the player dies and when the player hovers to close to the liquid for a certain amount of time, something from the liquid comes to pull the player down to the liquid.
Have each part the player can do in the game, a level until all of them are mastered that is one mode then the player can go on to creating or go straight into creating and that is a seperate mode and the player can switch between them and the player can checkout and play other peoples experiences that people published in the game and that is a third mode and those experiences cannot be exported out of the game and all experiences stay on game servers and all tools needed will be on there in EULA for each of these experiences, it has to say that all experiences are parodies made by the creators of the game and creation modes design is the same as creative edutainment games.
Same as shooters but enemies go in a straight line and there are lanes and the player pushes the enemies out of the level, the player has to fill the bullet for a certain amount of time then shoot once its filled and when the player releases button it will automatically shoot, enemies can respawn, if the player does not put the enemy out, the enemy will stop for a few seconds then throw the bulled back at the player and if the player does not catch the bullet it will die and if the player shoot a bullwt without anyone in a lane or everyone distracted in that lane, the player will die and same thing happens when enemy reaches players starting point. enemies can drop powerups and one of them can distract enemies and the more enemies in multiple lanes, the harder the game gets.
The faster the enemies are and the more linear the game is the harder the game gets, once the player gets one of the itemes the player needs to get certain items back in certain areas back in one of its areas, it canges the level a bit.
if the killer enemy touches the player, it dies and same thing happens when non killer enemies knock down first thing you are to set up on screen, some non killer enemies the player can push others and the more complex the setup is the harder the game is.
The player has to defeat a certain amount of enemies to progress to the next level. enemies place bombs to destroy players barrier but some enemies can only punch but those enemies appear one at a time, that punch can destroy a piece of the players barrier, the player can only shood bombs away from the barrier, there are two ways to kill enemies by punching them or have them in vicinity of bomb. the more the amt of enemies to defeat and amt of punching enemies that spawn, the harder the game gets.
Same as shooters but the player has to kill a certain amount of benemies before the player can go on to the next level, if the player passes certain areas thepaths will change and every time the player goes into another level, one more unkillable comes on screen to make the game harder and the player can go into a non maze world but enemy who comes out when the plere is there too long and is always there and its unkillable and the player can head back to the maze world.
Same as shooters, but the player avoids the enemies shots and the player cannot attack the enemies and the player is getting a certain amount of something but that take some time and the player is trying to that in a certain amount of time.
It teaches those mechanice for each item then it tests the players knoledge of each mechanic, conditions of heach level has to be shown for finishing and completion and the player builds stuff in game.
The player will eant to collect all collectable items in the level, That will unlock karts that finish then complete the level at least or just complete the level, The player gets launched out of a slingshot, different finds of levels need different karts and they unlock when the player defeats a specific leve l and that is only the starter karts.
They have to be retated to virtues, For Example: puzzle solving for wisdom, stamina tests for power and exploration for courage and the player collects items.
The player has to master the levels mechanic for each level and each level has one mechanic, the easier it is to master a mechanic, the easier the level is and the oppisite is true.
Same as beat-em-ups but the player needs certain conditions completed, once the player transforms, the game becomes easier. The player needs powerups to transform.
Same as breakout likes and pinball but player only controls one paddle and once bricks are done on one side, bumpers on that side increase point value.
Same as pinball and breakout likes but paddles replace flippers and when the player moves each paddle a different part of the gutter gets exposed and another part gets blocked off,once bricks are done on one side, bumpers on that side increase point value.
The goal is to bump enemies into wall until counter reaches zero, THe player can use lures and can only use them once, There is a timer and the player has to kill enemies before timer runs out, The player adds time by pushing enemies to the add time powerups and when the player dies they all respawn and when the player collects them all, the player gets a decoy and the more movement there is the harder the game gets, if the player bounces an enemy into a wall in a condensed area, the player gets more points and the game is harder.
lot of room to move without juming, little obstacles and the more often the eye opens the harder the game gets, There are shooter areas in between each level shoot every certain amount of thing and the player gets bonus points. When eye is open and the player jumps the player dies and when the player jumps over a gap, the player creates a path, the goal is to make every part of the ground a certain color. Some enemies the player can kill, others the player cannot kill and there are some enemies that attack the camera and if the player does not move camera out of the way in time the player dies.
The center is always lit and the player is trying to fill in the whole field or a line and highest horizontal line gets most points and the next one gets second most points and all other lines get least points. There are many rounds as one can have and the most points win, the first player to fill everything in or line depending on the mode wins round and to fill those spaces, the player needs to throw palls up a ramp with a bump into the coresponding hole, center never has a coresponding hole.
same as monster RPGs but the player steals monsters from other monster trainers, monsters have to be corrupted first before the player can steal them and the player has to purify them and there are two ways of purifications, time with monster trainer or time with other monsters.
Once all the players territory is taken over its game over. once a castle is in a spot the player needs a catapult to take over it and 100% chance of troops being there. When the player raids a castle, the winner of sword fight is not determined by RNG. when the player takes over a spot there, there is a 50% chance that enemies will be there and the player can run in a short amount of time but after that, the players troops win or lose and the side that has the most troops win and after the fight there is a 50% chance there would be a real time event happening and the player need to do a specific thing to win it, For example: joust and hitting a specific part of the players opponents sheild, and the player is competing for a spot, the opponent owns that spot and player chosses spot and the oppisite is true with the opponent and its random and the player can activate that real time event if the player has any mones and the chance is zero if the player does not have any money.
There must be major differences noticable by the player and a majority of each version of the game and each version must be made of those differences. There must be clues in each version of the game that unlocks something in the other version of the game but those are not unlocked until on version of the game is defeated. There must be a way to transfer progress from one version to another. The final boss must belong to both games and when what appear to be final bosses are defeated, the true final boss is unlocked. Then both games can be defeated at the same time. The games must be two additional genres. One version leans towards one genre instead of the other and the other version is the oppisite in those two additional genres. at the end of the game there must be a clue to unlock new game plus. clues uhnlock side quests, items, mini game, etc. every players journey is different and order of games played is a factor.
Same as bettle royales but a racing game and there are parts of the track there there are no barriers and thats where health ups are and the player can knock players off the track. There needs to be items to help the players.
most parts of the game the player gets time, one part stops the clock and one part only gets score which is hard to get to. There are no lives. The goal is to get the most score before time runs out. Its less hart to get more time that to set point, the more time it is the harder the game gets.
The player shoots a certain amount of things for a certain amount of time and some things are worth multiple things and time is the only factor in difficulty and the less time there is the harder the game gets and there are secrets. To master the game the player must find all the secrets and shoot them before time runs out.
two player cannot pick the same character and the better the chemistry the less problems there will be and chemistry between different characters varies and must be shown on enemies and players team.
shooting objects of a different color swaps playes color with object and shooting object with same color destroys objects and the player is preventing objects from getting into its space, faster objects move the harder the game gets from all sides.
Three dorrs are viewable at a time and level is finished when one good guy comes out of each door, If the player does not shoot a bad guy in time or shoots a good guy the player loses a life, the player can move left and right and there is a button for middle door, left door and right door. Faster bad guy shoots the harder the game gets.
The player presses a switch on the path but the player only encounters them on paths and when switch is pressed it makes the game easier, for example: adding platforms, inhibiting movement of enemies, etc.
Same as shooters and platformers but the player can exit or enter the its tank and if either the tank or player dies, the player loses a life and the player enters bases to take down generators without the tank and when all generators are down the boss is summoned and then the player goes on the next level.
Same as shooter but when enemies reach a certain score, game over and the player wins wheen player reaches another certain score. enemies get score by stealing stuff, the game gets faster every time player gets one hundred on score.
Same as shooters and the more gaps in level the harder it is and the player controls the feet of the character and thats how the player walks and the player can kick too.
The repeating videos must be simple, for example: a sailboat moving across the water, all pieces must have thing moving from the video. The more pirces there are, the harder the game gets, Pieces are scrambled and orientation is wrong, The player can move pieces of an axis all at once, and things must be moving between pieces and more movement between pieces, the easier it ges and the oppisite it true. Score is based off time.
The player makes a pattern, The game tells the player th make using flying objects and there is only one enemy trying to kill the player, The faster enemy moves the harder the game gets and if the player made an incorrect placement, the player can shoot it off and shooting a special object at the enemy makes the game easier temporarily.
A mix of maze games and shooters.
The player finds parts to build something to fight the boss, the more enemies there are and faster the game is the harder the game gets and the player is trying to find parts and if there is a bomb in that location, the player needs to put it in the pit and once machine is built then the player can go onto the boss fight and if time runs out before player the built machine, game over.
There must always be a sense of tension and/or fear as an undefeatable enemy is close, must be both linear with sidepaths to get items and have the layout of a metroidvania, there must be unavoidable enemy and there must be a way to get away from it. There must be items to help the player along the way and bosses must give abilities once defeated.
It starts with simple stuff like order of the code and debugging and ends with complex stuff like functions and placement and the geme gets you there in increments. Before the player goes in a level that tests or teaches player new knoledge, the game shows the player how to do it first. The game uses custom functions for the player to use. in each level there must be a description for what the game wants the player to do in each level. If a player has made a syntax error, the game must show it.
It is randomly generated, The more rock that is generated the harder the game is and the more people there are the harder the game gets and the player needs to save everyone in time and once a timer runs out the player can save a person and once the player saves a person the timer resets and the more the player waits before it digs the more powerful the players dig is.
There is a tutorial in the beginning that has the player run through each part of the game step by step and first the main character does not feel good, each part is a mechanic the player can modify, Then the game sends the player through the level meant for a certain type of character then after the player gets done with that, level presets are unlocked for mechanics for the main character based off of other games.
There needs to be lore behind it, There needs to be parts in the game that is scarily strange.
There are multiple challenges and different kinds of challenges, only a limited number of people can qualify in each round and in the final round only one can win and that is the winner of the game, the only way for playe to lose is to not qualify and to qualify certain conditions need to be met and each type of challenge has its own qualifications. challenges are randomized. All challenges must be skill based.
They find the player by sound and if it is out long enough, they can find the player by scend and they are very powerful.
Once player has disc, player cannot move and must decide where the disc will go and then the player can move again. There are combos to throw the disc to go in wild directions. if it hits the grond on opponents end the player wins points and each stage has its own advantages and disadvantages and each stage has its own low and high point zones.
If a teammates health bar is empty, they are out of the game but still can throw the ball at opponents if it comes of passed to that out teammate and who ever holds the ball, the player controls, if all teammates are out on opponents team or if they have lower hean than the players team when time is out, the player wins and the oppisite is true and d the player and opponent can catch the ball. The more the opponent uses out or on guard teams, the harder the game gets. the game is about taking players opponent off guard.
Same as horror games but the player has magic and sanity. The lower the players sanity the mor likely the player will get hallucinations. magic needs to be taught to the player in game with spells.
The player sees itself from the eyes of another character.
A move is done to switch characters and when a character dies on ones team, the music changes and each character has its own wnique moves and it is the same as fighting games but with those differences.
Turns must be signposted, the looser the terraign and wider the turn is and the more the game goes onn or off terrain the harder the game gets and its the same as racing games except those few things.
The thing the player is learning about has its stats based off the information of that thing and the information for that thing is on the back of the card. THere are three turns per round and if the player has the edge over an opponent afer third turn is over the player wins the round and if the player wins the most rounds the player wins and to get an edge the cards will have power to move the meter into the players side.
Same as metroidvanias and platformers but the platformer part comes first as in linear progression then the metroidvania part as in exploration.
Same as shooters but if player hits a wall the player loses health and the player only has a limited range and the ammo is not unlimited and will recharge after some time. the player only controls the head and the tail follows the player and if the tail gets hit by enemies the player loses health and the player does control its speed.
A specific enemy will have the power up at a specific time and the player has to kill it when he is flying and when player does it the player automatically gets the powerup and it can make enemies work for you by putting those enemies in that field and it can only be done to enemies that are close to the player and the player can only move in one axis and its the same as shooters except those parts.
When the player goes out of a base, player damages it and hitting an asteroid on the overworld stuns the player, the player choose the bases it wants to go to in which order and all bases must be destroyed to complete the level and mases need health bars. its guardians surround the bases and guardiand and base parts are shooter but different types and those parts have game design as shooters.
same as shooters but it is a maze that changes its self and the player has to get all the keys and put them in the lock to defeat the level and the more keys there are the harder the game gets and there is a minimum of two and a maximum of five and the player can only carry one key at a time.
Same as shooters but the player gets to the other side of an obstacle for example a river to go to the next level and to do that, the player builds a bridge and there is one building block available to be picked up at a time and to spawn a block, the player shoots an enemy then the player can pick one up
Same as shooters but the only difference is the player has to stun two of the same kind of enemy to kill those enemies and to stun an enemy the player shoots at is.
Enemy movement is the same as shooters and the player needs to collect items and if the player collects each item in order, the player gets a bonus and only one enemy can walkthrough walls and the player sets the walls into horizontal or vertical hallways and when they are vertical the player cannot get to the area with items and there are return to spawn points and the walls need to show what position it moves to.
Same as shooters but the player needs to use the right weapon at the right time or else the player dies.
Have lives where the player game over and have player start from last save point or beginning and be most powerful or owe someone money every time the player dies and have other stuff to do to become most powerful.
same as platformers and battle royales and the player kills other players using platformer methods.
There are class changes for monsters and egg hatching and the player needs to complete challenges to do those and to do class changes, the player needs to hit certain targets to have monsters class change and only one monster can class change at a time and in catch mode, the player needs to hit a certain target and to reveal the monster, the player hits the bumpers a few times and then the player can catch it and the player has to catch it within a certain time limit and to catch it the player hits the ball at a certain target three times. when the egg hatches it will move around and the player needs to catch it and it takes two hits instead of three, The modes will exit when the player dies or gets done with it, to go into catch mode the player hits a specific target. The player is randomly selected a biome which determines monsters an to change location the player hits a certain target.
Same as racing games but the player is racing on a wire and to avoid them, the player has to move around them and it like quicktime games because the game needs the player to press left or right when the game tells the player to do that and that must be signposted to gain speed.
The player basically searches everywhere and collects things but the player can be stunned by enemies and at the end, the player becomes super fast and powerful to achieve a goal.
in democracy mode there is a voting period every thirty seconds and winner does action, in anarchy mode one single vote does something. There is a meter and it shows what mode the player is on when there is a 51% to 59% majority, the meter moves to anarchy mode, a majority greater than that moves towards democracy and whatever mode the meter lies on is what the mode actually is.
Same as run n guns but to get the most points, the player has to shoot enemies through pinball elements and at certain points throughout the game, the player can become a ball to go through pinball elements to get more point and the player can use that ball form to take down enemies.
Same as platformers but enemies attacks are powerups that can hinder or help the player depending on the situation, hit an enemy, the player gets damage , and the player has to find a key in each level to go on to the boss level of each world, when the player finishes a level there is a timed platforming challenge to get to the entrance or else the player dies.
Same as board games and if the player lands on a mini game space, the player plays a mini game to earn a specific item and other spaces have the player lose coins or make coins and if all players are on same type of space, it is a free for everyone, all players on same type of spare are teamed up in a mini game. The mini games must be fun and quick, when the turn ends everyone plays a mini game. To win the player has to get more coins or collectables than everyone else, sometimes collectables need to be bought. Winner of the mini game earns coins. The player does have to get to the store.
once players life is gone it goes to the other half of the game and the goal is to hit the object the player hit last in the first half.
Same as LCD and pinball games but on LCD game, the player has limited moves before the player heads back to pinball game, Pinball and LCD games have seperate lives, if the player completes a level, the player gets extra points and points in lcd game go towards points in pinball game. To get to LCD game, the player must finish an objective first.
The more fields and varied they are the harder it gets. To shoot an enemy they have to be in the players crosshairs when zoomed in and when zoomed out, the player shoots a bomb to an area to kill wnemies. The player has a barrier which enemies can try to shoot down. The design is also the same as shooters.
There are challenges the player can defeat to get more aircraft, there must be guides in those challenges, There must be an extra mode to show off the players skills and weather and fuel consumption makes the game harder as well.
If balls fall in the lose life lane, the player loses a life, the more walls and floors open and mow more often they open the harder it gets. other lanes have varying point values from zero to its highest once a wall opens, the balls spill into the next room once a wall opens, the balls fall into the room below,m the player is to prevent balls from falling into the lose life lane. The goal is to get a certain amount of points to get to the next level and there are specific balls that get stuck between rooms.
The more roads the player builds the easier the game will become, to deliver packages, there are zones with highway robbers and there are random encounters with them or the player can approach them, as the player levels up the player can carry more packages and it levels up by delivering most packages. if the player loses a battle, the player loses cargo and the player has to get it from their lockers. The more difficult terrain there is the harder it is to balence and the player needs to press a button at a specific time or the player drops its cargo and the player would need to pick it up or else it gets lost. roads can be built at random times.
There are a variety of differences in the gameplay to make them multiple sports.
The reboots must have features or remove features from original that enhance the game in some way shape or form.
Same as shooter but when an enemy attacks your missilw when it is flying or the player hits an obstacle with missile, the player loses a life and the player guides its missile to the enemy.
when one part is changed another part is changed as well no matter what space or dimension it is in.
Same as flight sims but it also uses space physics, in the survival modes, the player needs some way to earn money to build its ship/s and in all of the modes, the player needs to have a speed up or slow down time function, in all modes except the story/tutorial amodes the player will deed to build its own ship and that has its own physics properties. Research earns money and can be done anywhere. when the player lands on another world the player can explore it on foot.
Same as city management sims and fighting games.
There needs to be cheat codes and warp zones that will help or hinder the player, mostly help.
They need to have rules to it, for example: unique stats, backstory, race, class, etc. They need to have campaigns in them and those campaigns need to have choices based off of the result of dice rolls or player choice. They need to have a list of settings in the book with full descriptions of each setting as well. The book needs a beastiary with pictures of the monsters describing the monsters in comsplete detail. The book needs options for players to know what they can or cannot do especially for classes.
The player lands on certain spaces to build or remove parts and a player needs to be in a specific space and all other players need to be in a specific space for the first player to win.
Same as fightting games and shooters but with quicktime events in the game and the player transforms into stronger forms of itself and when the players health hits a certain level and transforming restores health and when all transformations are up then the player fuses with all character selected when every character has low health and all trans formations are up, then the player ges on to transformations of the fusions. fusions also restore health but add health.
There are mini games that test out the players brain as in every part of the players brain and the more the player does it the harder the games get.
There must be a cueball and an eight ball on the table and there is a button on the table and there is a button on the table that launches the eight ball in a certain direction to get points and it is also the same as pinball, before button is hit, the eight ball moves back and forth to aim at what color ball it hits and that determines the points the player gets.
The balls of different weights cannot be used together and each weight of ball is used for a different mode in the game.
There are specific targets for each part of the body and it can open up an area where the pain of that person is greater.
There must be a time limit for hitting the target, there are unneccessary targets that does not net the player points and there are targets that increase the singular targets points.
There are magnets on bumpers that warp the balls position and the longer the balls stay on the bumper, the magnets will turn off eventually then turn back on after a certain period of time and there are other targets in the game.
Same as fantasy games or RPGs but the story says an army or specific hero did that work and the player is a random person who gets powers from a specific event. There is a typing system for each type of here and here is how it works, Magic > Powered, Powered > Tool, Tool > Magic. The first part of the game has the player challenges what the player is strongest against, second part, player faces enemy that is same typing as player, third part the player faces against an enemy that the player is weak against. With character creation there is a limit to what combos the player can make with the character creator. There are items in the world that can add powers to the players characters, possibly add an additional type to the players character when equipped or worn. but each attack has its own types based off of characters current types. Characters can only have one other type from items. If the character wears or equips an Item of the same typing of the character, its power increases.
There must be warp areas or items hidden with signposting and there must be mini games where the player can earn lives or money and there must be powerups available to be given to the player in their inventory. Do not let the player go back to the previous levels in linear games or dungeons in exploratory games when completed.
They are switched after player dies and each character has its own physics.
The player pulls the plunger back by a certain amount and there is a target for each amount of pull back and the player gets a certain ammount of balls before it is game over. There are areas in the game that guides the ball.
Same as pinball but two sets of three flippers face the sides of the table and they are lined up and there are guides for the players ball to go to those flippers.
The player cannot stay in an area for too long or else an unkillable enemy will come after the player.
There is an item that the player can use as a machine spread gun or sheild and the players sheild has health and when its gone the player cannot use that gun or sheild until the player gets an item restore or loses a life, and to level up that item the player uses that sheild as most often as possible.
Same as regular pinball but the flippers are more above the drain than regular flippers and there is a gap between the flippers that offer bonus points.
Same as fighting games and beat em ups and both the player and the enemies have the moves. Each character has different moves like fighting games and how difficulty works is a mesh of both genres difficulty scaling. As each genres difficulty scaling are both combined together.
The mechanica are the same as regular genre games but some of the mechanics are used differently than regular genre games.
Same mechanics as regular genre games but it is in reverse, for example: in shooters taking bullets to kill enemies and vice versa.
Same as Regular platformers but at some platforms the player climbs down and there needs to be signposting on where the player needs to climb down and there needs to be elements of other game genres in the game with its own necessary game design.
same as fighting games where the player changes characters and have power meters but has two power meters for each character and each power meter is powered by upper and lower body moves and lower body power meter is used for a swift attack and the other power meter is used for a rapid range attack.
Same as RPGs but each attack increases liklihood of other attacks, and other enemies change probability of their attacks. There are auto battler modes for each kind of attack. It can be done with all or one party member/s.
Same as maze games tut to go up the player lands on a trampoline which has limited uses, but the uses ges restored when the player exits the pit and the more misaligned platforms and pits the harder the game gets. To go down the player falls down pits and if all limited uses on the trampoline are used when the player tries to use it the player loses a life.
Same as shooters and puzzle games but the player shoots the pattern needed on to each piece.
The players bullet needs to hit a target, then the target moves and if a bullet hit that target, then that bullet gets a point but if a bullet hits another bullet, those bullets will lose points, Player is against other bullets or other players with bullets, The player can shhot its bullet at other players to steal their points. The more restrictive the playfield is the harder the game gets.
same as minesweeper likes but instead of numbers telling the player where bombs are, the player character ovver bombs tell player where bombs are.
Have player play parts of story not seen in the original medium and if there are parts of the medium that can be gameified, gameify those aspects of the original medium. This is to be used if parts of the medium can be gameified.
There are two ways the developer can do this, the developer can have three zpnes with secrets in them with entirely different enemies or two zones with a different difficulty with a reward to match the difficulty with the same enemies and depending what areas the player defeats the bosses in, the player gets different endings.
Takes place in maze and there is a goal, objects in maze grans the player score and the player needs fuel to go fast and enemies work the same as maze games there are fuel tanks in specific areas.
The player needs to hit specific targets on lower playfield to activate a specific target on the higher playfield and when all targets on higher playfield is activated, multiball is activated and their are specific targets for multiball to hit.
The player must capture monsters for people using the players party tnd the player must fight super bosses and when all monsters are captured the player brings them back to their trainers, when all super bosses are defeated, the player fights the next level bosses and trainers are next level bosses and they use their monsters to fight. It is also the sameas RPGs, Those bosses can join the players party.
same as puzzle game but when the pieces hit the ground it becomes a pile of sand.
Same as puzzle games but the player shoots a block of the same pattern or color of the block the player is aiming at to get rid of them and the player needs a specific amount of blocks to progress and it is times after blocks are removed when flying block hits another block, the block switch patterns and when the player cannot hit any more blocks and hit the quota, The player progresses or else the player loses anlife, The player starts with a block that can be paired with any block and the player sets one of those blocks when the player loses a life.
Specific events happen when the player wins or loses to various characters.
it is an open area and it is the same as shooters but the player has a goal and the more pits in an open area, the harder the game gets and there is an ammo system and the player can only hold one piece of ammo at a time and that goes true for enemies and it geos away when shot and enemies can fall into pits as well, a majority of levels have limited ammo.
A fighting game where the player has to walk to an opponent with a time limit or a turn based RPG where it takes the turn a long time because character carries heavy sword or a game where you destroy asteroids but it is hard to find asteroids.
Same as turn based strategy video games but movement of each unit is historically accurate where each turn is specific to a period of time and the player rolls dice to determine break down rate, Then percentage of units that break down and which units have broken down in each terrain has a different modifyer to break down rate.
same as shooters and respawn mechanics in joust likes but the player has different spells and simplest spell has short recharge time and less damage and more complex spell has more recharge time and more dame and players shoot a base to take it over
Textures all over keep changing and new patterns and rate of change keeps changing based on drink consumpion, music changes in different areas, interact with others for signposting on how to finish the game then do what the sign post say to finish the game.
Have stuff done that cannot be done in real life like ghosts flying around the player in a room or view from an exhibition is not real life or have particle effects around the player where it stays in one spot and moves to another spot.
The main parts of the game are automated and inventory selection is not automated, and weapons need to be changed or upgraded during the game and there are parts of the story where the player needs to build stuff in order to progress and the more types of weapon change and potion drinking needed the harder the game gets.
The more traps there are, the harder the game is when the player goes in one direction, the player keeps going in that same direction until the player hits a wall and the player collecs mones and the more money the player collects the higher the players score and the goal is to get to the exit.
Same as turn based RPGs but in battle the player chooses randomly selected cards for each member of the party and the enemy parties also has its own set of cards and chooses from that set of cards, if one person attack power is higher than anothers attack power then that person attacks first unless power of each card is both the same, then it ges to who has the higher defense and if both defense and power are the same then it goes to the person who has the higher level and there are oppertunities to increase player stats, if a symbol matches a characters symbols then that character attacks all members in enemy party, Characters can be so strong that enemies attacks cannot effect a character. There is always a chance that a character can launch themselves at an enemy, if the attack did not kill an enemy the first time in a turn or an attack will lainch an enemy to a structure or to the ground depending if the party is flying or not. Party always has five cards. There are different types of cards for different attacks.
The game must prepare for all possible brances to see what would happen.
There must be rules on who goes first or second and how it goes and there must be an objective to meet.
Same as detective games but the player gets information online, wiretapping and computer tapping.
Same as quicktime games and turn based fighting games but quicktime stage goes first and its a tug of war system where the person wins tug of war attacks and other player defends in turn based stage of combat and the person who does mostquick time events correctly wins the tug of war.
same as racing games but each level has its own goal with limitations and with each goal and and every player must be able to acvheive that goal with means no special moves can be used to acheieve such goal. Player and enemies are under the same restrictions.
Each part of the story must be an ard and based off the medium and player can choose whatever arc they want to do in what order at a specific point, goals from specific part of medium must be the same to that corresponding part of the game and stuff that happens in that medium must happen or be shown in the game.
Same as moria likes but the player completes missions in the dungeons and the player collects itens in dungeons to protect itself.
keep the series the same genre of game but with parent series twists, wach game needs to fit within the world of each parent series and its parent game devs choice to have the game on a concrete spot on its time line.
There is only a time limit to get to the goal and there is a health meter and to be siccessful, the health meter needs to be below a specific point before the player reaches the goal. To lower the health meter the player gets specific items, to raise the health meter the player gets spwcific items.
There must be an area and character representative of each franchise represented in the game. In the game you play as a character from the game and not representative of any franchise that can be switched out with a character from another franchise temorarily and each aharacter has its own attack, That works for games that are not fighting games or its variants when dealing with that the player still selects the character/s from the character select screen just like other fighting games and there are different types of special attacks for each character. Some attacks need an Item and some attacks do not need an item. For the story part of the game, It would take place in a omniverse called the combineverse or amalgamverse if the name is not trademarked. in non fighting game variant games there are side stories based on other franchises for players to complete in order to progress. in side story part of the game the player only plays as one character from the franchise the sidestory is based off of.
Same as flight sims but the player swoops to the ground and gets their prey, The less prey there is the harder the game gets and the player must collect a specific ammout and and not hit any land and can only hunt from water.
The player watches the gods followers and to keep them following the gods, the player performs miracles and it shows the story of being animated at some points and it shows the story in text. There is a button to show how long it takes for the party to get to its destination and an animation of it. The player holds trials for random crimes people have comitted and the player can give merce, punish or really punish and there is only one answer to each crime, every right answer sees the party grow or else the party will shrink. The player holds trials when the people are worshipping the wrong gods at any time and when the player does, The player has to find them first then they will give you words in an order that makes sense or will give you a book passage, The player can look around the camp to see what is happening with an explanation in text.
Same as kart racing games but each character has its own unique item that they can get and its two characters per car and if two players are in a car, both player have to boost and/or switch sides at the same time, one character uses items the other drives, the player can steal items from the players opponents and use them against your opponente. Each unique item has strengths and weaknesses against other unique items.
Combining items grans points and it is a heiarchy of points and combining items becomes a sifferent item and what players drop is random and all items are partialy spherical. Combining the final items destroys those items, each item fall down using gravity, also same as puzzle games.
Using only dark colors for the envirorment, eerrie music and sound fx and the feeling of a hard to defeat enemy can come out at anytime.
The other apps must be used to complete goals and each goal unlocks a mini game section seperate from the main game, The game can do anything on the users device.
The player gets dice or cards from progressing through the game and you choose cards or dice that is in the possibility pool to be used and the modifiers on each card or dice, modifiers are random but seperate from regular cards or dice.
The more enemies there are, the more the score goes up when killing an enemy and the more rare an enemy is the harder it is to kikker and the higher the score multiplier is, it is the same as shooters but the enemies only spawn when shooting the boundaries and its one enemy per bullet, There must be some kind of a timer system where onve all time is gone, game over.
The player plays as the ball/ball equivelent in the game, The player has limited range of movement and stuff to launch the player in different directions. The challenges are not normal sports challenges after the beginning. The game must explain challenges and its almost the same as sports games.
Same as mining games, rogue likes and snake games, every wall is mineable and the exit can be in a wall in each level. To mine the player moves up a wall, collectables make the player grow bigger, collectables arein wall and collectables are currency.
Same as puzzle games but the higher detail the player uses, the slower the game gets and the oppisite is true, The player needs low detail to see the player currents view as it moves and the player needs high detail for reading and checking out any clues.
If the player needs to do something multiple times, the player records his actions once then the player plays his actions automaticalls both forwards and backwards and the player needs to use forwards and backwards playback
The game must show the player why the world is unconventional and the game must use that unconventionallity in its gameplay.
same as maze game but there is no maze and enemies need to be slower.
Same as naze games but the main collectables are the segments of a caterpillar except for the head and the caterpillar head is an enemy. segments of the caterpillar can be seperated.
The player picks up people and drops them off, tye player drives slow on grass and fast on pavement and the sooner the player drops someone off, the more the reward will be. Fast depleting rewards and hard to navigate map makes the game harder and the oppisite is true.
The player must press specific buttons specific times before the time runs out or else a life is lost, press wrong button a life is lost, the more actions required and/or less time there is on the timer the harder the game gets, some actions require another button to be held, to progress through the game, the player must survive for a specific amount of time, then the player goes on to the next level and score doubles for each task done.
Same as roguelikes but the player grows food, health increases and swords. The plyaer buys seeds from each level except boss lecels and everything can be grown once except food on each level, everything except healh increases levels up each level.
Floor dissapears after the player touches it in some areas, there are angle areas, narrow less bouncy areas and there are enemies who can eat the floor, the player has to bounce off or can bounce on them and then they release bullets and when another enemy gets defeated by those bullets that would be a chain attack and the player can get more points and the more obstacles and enemies there are the harder the game gets. bosses are some of those things at once and they add more stuff for the next boss.
Same as RPGs but it uses unconventional progression systems that does need signposting for the player and has a list of things for the player, telling the player what it has done or what is happening in the world. The game needs to take notes for the player including for dialog and key words said by non player character must be highlighted so the player can ask those key words later and the player will have to go through notes looking for key words sometimes to ask NPCs even if those NPCs do not mention those key words, there must be a list of key words that a specific NPC said and a list of what key words the player said to that NPC.
There must be a set of levels for players to play that first shows the simplest things in the editor with simple things to do then show simple things with complex things to do with those things the show complex stuff in the editor doing simple things then show complex stuff doing complex things in the editor.
Same as rogue likes but there is an overworld and the overworld is not randomized, certain locations in the overworld is randomized and dungeons are randomized as well monsters and items and there is a beastiary explaining all the enemies and it gets recorded as soon as a player encounters a type of enemy. Anyone can go back to a dungeon or location with it being the same within the same save file until player dies and then the save file gets deleted.
Same as shooters but each level has a different objective.
Same as maze games and pinball but the player must survive to get to the next level
Same as shooters but any player can slow down time if they have done specific tasks to get time to be slowed, The player must do tricks while making kills to fill up the slow down time meter.
Same as game creation systems but there is an ability to run the game outside of the game creation system. (This may be updated)
The game takes place in a liminal space and the space changes once the player does a specific action/s and it's the same as horror games and shooters.
Same as breakout likes but the player cannot let a specific amount of balls hit the ground, collect a specific item, or needs to collect a specific item in time or else the player loses a life. The more erratic the balls go the harder the game gets and the player can collect collectibles to increase their score.
The more movement there is the harder the game gets, The player can choose what direction it can go and it must protect itself from incoming attacks or other things coming its way.
Same as maze games and block pushers but to pass the level you must win a specific tabletop game and all the blocks except for powerups are tabletop game elements.
Same as maze games and dig dug likes but the player must rescue every person in the maze to finish the level and part of the maze needs to be dug up.
Same as tower defense games but when those sections are done there is collect the collectibles and tower defense level.
Same as Pirhana likes but the collectibles must be permanently revealed to collect them and some collectibles have different score values than others and to finish a level the player must get a specific score or over, items are temporarily revealed when the player gets a powerup or the first few seconds of a level.
The player must organize each block into its respective area and there is an enemy that tries to disorganize them, once a kind of block has been organized the enemy or player cannot disorganize those blocks, if the player hits disorganizer it loses a life, the faster the disorganizer goes and the more types of blocks there are, the harder the game gets.
Same as puzzle games but to remove pieces the player must have a fire burn through all the pieces, fire is treated as a piece, and there are piece-clearing bombs that are also a piece and they need to be lit to go off.
Same as breakout likes and snake games but the player bounces the snake off the paddle and if the snake runs into itself a part of him gets cut off and the score is based on how long the snake is.
There is only one boss with one way to hurt the boss and there are multiple phases of the boss, once the player defeats the boss in a phase the boss goes on to the next phase which is harder because the boss has more attacks.
The player must collect stuff in a certain amount of time or else it's game over, movement across the field takes time, and movement on the edge of the field does not take time, and to finish a level the player must collect all collectables and the less time and more complex the shape of the field is the harder the game gets. The player launches itself across the field.
First the player has a round to set up its web then the collectible wave comes in and the player cannot fly, and the player has to collect the collectibles on its web or anywhere the player can jump at the collectible phase. After the collectable phase, the level is over. All phases are timed.
Same as Pinball games and RPGs but the player needs to move the flippers up and down and there needs to be fast travel spots in the world, so the player can get back to the visited areas easier.
Same as strategy games and RPGs, the more rooms there are the more area where the player can build and the player gets stronger that way and the goal is to get strong enough to defeat the boss.
Same as Beat Em Ups but the player changes the direction of the story as it goes on
Same as shooters and racing games but the player's position on the screen determines how fast the player goes and there is a wall of invincibility around the player when boost is being used and bullets can get through the sheild.
Same as Puzzle games but the player has to create lakes and prevent water from leaking, if a specific amount of water leaks it's game over and the longer a player survives the higher its score will be.
All enemies look like slightly discolored power-ups, collectibles act like enemies to one player, and collectibles act like regular collectibles to another player.
Same as licensed games but the scenario shown must be a possiblity in the licensed world.
Mechanics must be related to the specific holiday the game is celebrating and the visuals and sounds must fit the theme of the holiday the game is celebrating
Same as roguelikes and racing games but the tracks are randomly generated in a way that any car can race on it and conforms to level of difficulty.