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TIGSource ForumsCommunityJams & EventsCompetitionsVersus (Moderator: Melly)Versus Games Idea Pool
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DrOctapu
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« Reply #60 on: January 24, 2011, 06:12:32 PM »

I'm going to work on this, but I'll probably never finish so I'm posting the idea here.
A few-player game with a ton of npcs walking around. The objective is to steal something from the other player(s) while staying blended in as much as you can. Whenever you do something other than walking, your sprite changes to differ from the NPCs, and if you hurt one or do something bad in front of them, a speech bubble with an exclamation mark goes over your head for a few seconds. Things you can do would be:
Shoot stuff
Steal stuff
Drink coffee for energy and speed
Place little sensors on the ground that alert you of people passing that aren't NPCs
And such.
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« Reply #61 on: January 25, 2011, 07:27:31 PM »

One player tries to evade all the other players working together to catch him. 3 hunters and a rabbit? 3 dog catchers and a dog? Maybe mouse control for the odd man out and keyboard for the others? Sort of Scotland Yard meets the rabbit from Mario 64.
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FK in the Coffee
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« Reply #62 on: January 25, 2011, 07:28:38 PM »

Capitalism: The Game!

Looks like that new building complex in the neighborhood is finally finished with construction!  What a wonderful place to start off your new small business.  But it seems like you aren't the only guy with a vision.  Manage finances, plaster advertisements around town, and pimp out your business space to attract customers and beat out all of the other players competing for complete economic supremacy!  Go bankrupt?  Well, sadly, the game is over for you, but another player can jump in at any time and start to build up their own business.  Compete online or locally via LAN in this exciting simulation of American business.
« Last Edit: January 25, 2011, 08:46:23 PM by ThePortalGuru » Logged
TooMuchSpareTime
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« Reply #63 on: January 25, 2011, 08:44:05 PM »

Obstacle vs. Obstacle - Not so much a game as a subgenre of "Versus".

Player 1 creates an "obstacle" and then Player 2 must overcome it within a certain amount of time. Then the timer resets and they switch roles.
 However: The less time Player 2 takes to "solve" the obstacle, the more time (s)he gets to set up a new obstacle for when the tables are turned. The winner is the one who has failed to overcome the other player's obstacle when the timer reaches zero.

This could take the form of:
- Designing vs. solving a maze (or other form of level design)
- Player 1 strategically places auto-defenses to guard a "flag" that Player 2 must capture
- Player 1 erects a structure that will crush Player 2's cute little puppy to death if dismantled improperly (Extreme Jenga!)
- Player 1 scatters pieces of some vital artifact throughout the realm and Player 2 must fetchquest for them (or, more simply, Player 1 makes a jig-saw puzzle for Player 2 to solve)

Should Player 2 be permitted to watch Player 1 set up the obstacle? If not, it would allow for much more fun for Player 1, who could be creatively sneaky and set traps and watch gleefully to see if Player 2 falls for them, but on the other hand it means Player 2 would spend some time having to sit there and not watch the game at all.

This gives me another idea to improve things: instead of having it timed, the challenge is that they BOTH set up obstacles using identical resources within a certain amount of time, and race to overcome their opponents' obstacle when the round starts. Whether this automatically makes the faster attacker win, or if it simply frees him up to defend his obstacle from the attacker by some form of intervention (adding more to the maze? Running in with a sword? Pulling out vital support structures of the Jenga-like tower?), is something to consider.

A fun game for people who like to create challenges, but who also like to beat other people's challenges. A double-challenge!


AKA "Let's make sandcastles and then trash each other's" Cheesy
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DrOctapu
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« Reply #64 on: January 26, 2011, 05:40:10 PM »

https://github.com/oneup/Puit
Someone could finish that. It's Florian Hufsky's project that he was working on until he died. I'd hate to see it go to waste. It's in Ruby.
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« Reply #65 on: January 27, 2011, 06:19:41 PM »

PINATA DUAL

two(or more) players are blindfolded and have to hit each other with sticks by only using the sound of random swinging and footsteps

the stick is also mouse controlled while holding a button
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J. R. Hill
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« Reply #66 on: January 27, 2011, 09:11:18 PM »

Also, both players are piñatas.
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FK in the Coffee
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« Reply #67 on: January 27, 2011, 10:16:13 PM »

Also, both players are piñatas.
And each player screams hilariously in pain as candy pours out of their open wound(s).
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« Reply #68 on: January 29, 2011, 05:34:09 AM »

Inspired by Room Racers, a remote multiplayer racer controlled on the keyboard in which players can adjust the track boundaries and obstacles in real-time with their mouse. Either focus purely on racing or risk your lap times by sabotaging opponents.
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« Reply #69 on: February 01, 2011, 11:05:45 AM »

Did any one suggest a fighting game + Meta game "pro player fighting game" where you play as "the best" in the fighting game circuit in a battle of wits will and avoiding human error while punching out infinite combos?  The idea of what the game end up being is
Hand Any Key Who, Me?Hand Joystick vs  Hand Any Key Huh?Hand Joystick
-the players never knows what's on the screen for "pro level of playing fighting games too great for our Causal minds to comprehend Durr...?".
-Moving left and right tilts the pro's fight stick and left or right or inverted seeing how we are staring at them from the monitor.
- all the attacks are connected to gestures one could use to whittle down the opponent FOCUS bar once this bar is gone you have won the match,
- maybe if there was a smaller bar called the "HYPE" that is filled up if you either performspam enough of the pro's specials or gradually take damage.
- one can't drop a "Hype" at random no most likely this will lead to the opponent blocking it(well the cpu will) and countering it gaining a 2x damage multiplier. No the right way(next to blocking it and countering) is to do this is to find the small quirk in the opponent pro player that not only damages their focus but leaves them stun period of time.
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« Reply #70 on: February 01, 2011, 11:59:39 PM »

Something like Paranoia - a non-cooperative cooperative RPG. The players must seemingly work together to achieve an impossible goal - but due to the impossible nature of the goal, the players must somehow make it seem like it was another players fault that they failed.
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« Reply #71 on: February 04, 2011, 11:18:50 AM »

Anyone know if there are multiplayer versus mode shmups? I was just thinking it'd be awesome for a shmup to involve two or more players on paths that occasionally overlap in opposite and/or perpendicular directions to the players have a chance to blast the crap out of each other.
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« Reply #72 on: February 04, 2011, 11:29:32 AM »

I'd kind of like to do something that can be played asynchronously (?) in flash. Say you keep a browser window open while you're doing something else, and it makes a beep when the other player has finished their turn.

Thinking about a card based naval game. Two possible titles so far: "Our bloody ships" on the first world was and the anglo-german naval race Gentleman; "Letter of marque" - 18th century competitive privateering :pirate:.

Hmmm.
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« Reply #73 on: February 04, 2011, 12:12:51 PM »

Anyone know if there are multiplayer versus mode shmups? I was just thinking it'd be awesome for a shmup to involve two or more players on paths that occasionally overlap in opposite and/or perpendicular directions to the players have a chance to blast the crap out of each other.

There is a game called Change Air Blade that has a VS mode.
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Mr. Wonko
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« Reply #74 on: February 05, 2011, 03:01:12 PM »

Some sort of deathmatch game where you can't see your opponents. The only way to find them would be to watch bullets, items being taken, bombs going off, etc.
Working on it: Invisibility
Based on just that idea, but with some changes. Nowhere near done yet.
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baconman
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« Reply #75 on: February 07, 2011, 12:07:42 AM »

A PvP RPG-like title.

You start by selecting a kind of shop, as a home base (inn, magic/commodity shop, high-income tavern, etc.). You then can form a party of 1-4 characters, and distribute 10 skill levels to them on a bilinear scale; up to L10 offensive options, and up to L5 defensive ones.

On top of cashflow from clientele, your main form of income is from "special deliveries" to your allies, which kinda forces you out into the world. Collide w another player and a scuffle takes place, represented by a cloud on the map. Other players touching it will just take damage, as the two parties duke it out.

Battle system = your offensive options per char, and 10 item slots. That's it, no MP or blocking or crap like that. All defensive abilities are passive/intrinsic. You can flee from battle, but must restart your whole journey again if you do. Winner by defeat gets half the loser's cash, and a choice of their remaining items. Loser goes back to start, their mission considered failed.
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baconman
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« Reply #76 on: February 07, 2011, 12:10:04 AM »

Edit: Your selection of home base and a time variable will procedurally generate terrain. Could possibly work in a modern setting, too.
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« Reply #77 on: February 09, 2011, 05:58:15 AM »

a game for as many players as you want: everyone spawns a shop in the town. people come into the town, and the players have to tap their button as fast as they can to attract the people. once the touch a shop they buy something. stock is bought when a merchant comes into town, they are attracted by shops that hold down their button as opposed to pressing it. you can also get upgrades like a shop size increase this way.
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« Reply #78 on: February 12, 2011, 12:04:27 AM »

A cooking game, where one person plays as the ingredients trying to avoid the other, who is is the cook doing cooking-mama style mini-games.
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FK in the Coffee
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« Reply #79 on: February 12, 2011, 11:51:34 PM »

A cooking game, where one person plays as the ingredients trying to avoid the other, who is is the cook doing cooking-mama style mini-games.
Oh my god, someone should make this thing reality.  Hell, I'd better get started with that whole programming thing.
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