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Kneecaps
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« Reply #20 on: March 08, 2009, 12:33:04 PM »

An army of angry fish have taken over the local amusement park.  Are you a bad enough dude to save the amusement park while not getting sick on any of the rides?

I personally think my idea is good enough to be Braid 2.
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Umm... okay.


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« Reply #21 on: March 08, 2009, 01:13:06 PM »

You're robbing a bank with three of your buddies. In the end, all the money you get will be split between the four of you. Unless, of course, one of you decides they want more money and takes care of one of the other robbers...
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J.W. Hendricks
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« Reply #22 on: March 08, 2009, 01:14:46 PM »

A run and gun platformer (like Contra) with TONS of weapons!
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« Reply #23 on: March 08, 2009, 01:49:20 PM »

You're robbing a bank with three of your buddies. In the end, all the money you get will be split between the four of you. Unless, of course, one of you decides they want more money and takes care of one of the other robbers...

I believe Kane and Lynch actually had a multiplayer mode similar to this. One side worked as the robbers, and the other as the police. When one of the robbers died, they took over an officer. Players could kill each other to take a bigger share of the loot.

Then again, if this could be expanded Left 4 Dead style, it would be like an interactive Reservoir Dogs- in other words, totally awesome.

Here's another concept: You play as a man with memory problems. Continuous jumps forward in time start you in random sections of a storyline, with all exposition told through the environment and sticky notes left by yourself earlier to remind you of things.

Or, how about this one: First-person game where you are given missions by what you believe to be God. For instance, the voice tells you that you need to push a girl in the street, but doesn't tell you why. As soon as you do, though, a giant rock (maybe part of a building, I dunno) collapses where the girl was standing. The people congratulate you on your heroism and remark on how it was almost like you could see the future.
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Tokyoma
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« Reply #24 on: March 08, 2009, 05:19:42 PM »

  • Your name is Big Dawning Crow, you're a great Sioux Indian Chief who has been transported to the future to help stop an evil drug lord who is trying to buy out your tribe's last remaining Casino.
  • A dangerous amount of social energy has accumulated on the Earth's surface due to an apathetic plague and it is up to you, Charles 'Boogey' Brawn, to bring back disco in attempt to save the world.
  • Little Thomas had a beef with Fate, since before he could remember everyday seemed to be a torrent of bad-luck, until one cold November morning, Fate decided to let Thomas try his own hand at controlling the Universe.
  • Abandoned as a pup, he was found by Muriel, who lives in the middle of Nowhere with her husband Eustace Bagge, but creeeepy stuff happens in Nowhere, it's up to Courage to save his new home!
« Last Edit: March 08, 2009, 05:22:47 PM by Tokyoma » Logged
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« Reply #25 on: March 08, 2009, 05:39:14 PM »

You are the Bringer Of Dusk, a creature whose sole purpose is to bring the night to the world. But one day, a mysterious revolt happens, and monsters of light attack the world. Destroy the mysterious crystals which fight off the darkness, and bring the darkness back to the world to establish a balance!
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« Reply #26 on: March 08, 2009, 07:47:22 PM »

Cool thread.

'80s ultraviolent science fiction action movie style shoot em up where the big muscled highly detailed hero goes through missions using his many futuristic but realistically damaging weapons to go guns blazin' on countless enemies while also using his deadly powers to inflict brutal, blood spilling deaths upon them.   
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« Reply #27 on: March 08, 2009, 07:54:57 PM »

Rock Band Opera. You have no idea how bad I want this.
That makes me think of Sousaphone Hero. I wish both were real!
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Devlin
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« Reply #28 on: March 08, 2009, 07:58:02 PM »

Rock Band Opera. You have no idea how bad I want this.

There's a game on PS2 which dreams of being as awesome as Rock Band Opera called Mad Maestro. Seek it out and give it a go!

My one-line game pitch
  • A new planet that supports life is discovered, you are sent to explore this new world and discover the secrets that lie within and the evil that hides in the shadow.
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« Reply #29 on: March 09, 2009, 09:44:56 AM »

I've been sitting on a game idea for some time, because if I ever did make it, I wouldn't want to spoil the gameplay elements. Frankly, though, it'll probably never get made. So, here it is.

Starting the game as a large, monstrous creature outside a village that believes you are terrorising them, you can kill everyone in it, ending the game, or go on a quest to help them. Every time you help them, you sacrifice one of your powers to increase their defenses; at any point during your quests you can seek out and destroy the actual monster that is terrorising the village, but to get the 'good' ending, you have to sacrifice all of your powers and face the monster unarmed, whereupon it kills you, but is in turn destroyed by the villagers.

Tried to cram that into a one-line pitch, but it really wasn't happening.
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« Reply #30 on: March 09, 2009, 10:10:54 AM »

I'll share this idea because it's too zany for this world:

Steam Battalion is a mecha game that ships with a giant steam-powered controller filled with hundreds of valves, gauges, and levers that the user must manipulate to pilot their robot through the battlefield.

I just love the idea of a video game that involves shoveling coal into a two-ton controller made of cast-iron and brass Smiley

cheers!
« Last Edit: March 09, 2009, 10:16:15 AM by the_dannobot » Logged

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« Reply #31 on: March 09, 2009, 12:03:59 PM »

An adventure game where you help a group of cavemen fix a crashed rocket they found and fly to the moon.
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J.W. Hendricks
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« Reply #32 on: March 11, 2009, 05:33:51 PM »

Well, hopefully I can post more than one:

1. A 2D platformer in the vein of Contra with tons of weapons.

2. A legitimately scary 2D platformer sort of like Dead Space but with out the space part.

3. A shmup with tons of weapons and controls that will rock your face off.

4. A metroidvania with a story I have in mind (it's an awesome story)

5. A 2d hotseat game with tons of weapons and a co-op zombie mode.

6. A procedurally generated shmup where the enemies come out and shoot according to the beat of any imported MP3 file.

7. A game with the most epic bosses imaginable and each one is beat in a different genre style.

8. A beat 'em up with tons of weapons, bosses, and time travel!

9. A game that trains you for other types of games (i.e. boss battle training, shmup training, etc.).

10. A game that accepts .mus files from Finale and turns the notes into platforms so the sheet music acts as a platforming level.
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gunswordfist
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« Reply #33 on: March 11, 2009, 06:26:20 PM »

A Time Travelling Beat Em Up? Why didn't I think of that first?
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« Reply #34 on: March 11, 2009, 06:29:48 PM »

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« Reply #35 on: March 11, 2009, 06:36:46 PM »

A shin megami tensei series battle royale...
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AaronAardvark
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« Reply #36 on: March 11, 2009, 06:42:57 PM »

I've been sitting on a game idea for some time, because if I ever did make it, I wouldn't want to spoil the gameplay elements. Frankly, though, it'll probably never get made. So, here it is.

Starting the game as a large, monstrous creature outside a village that believes you are terrorising them, you can kill everyone in it, ending the game, or go on a quest to help them. Every time you help them, you sacrifice one of your powers to increase their defenses; at any point during your quests you can seek out and destroy the actual monster that is terrorising the village, but to get the 'good' ending, you have to sacrifice all of your powers and face the monster unarmed, whereupon it kills you, but is in turn destroyed by the villagers.

Tried to cram that into a one-line pitch, but it really wasn't happening.

I like the way you think.  I'm fascinated with the idea of a game that really challenges the player to think about what's happening.  I think playing a game should be like reading a mind-bending book.  At the same time, I don't want to 'leak' my ideas for fear that I might make them someday and somebody else will have done it first, and better.  Although really, that'd be a good thing!

My most recent idea has been regarding homelessness.  You start the game in your parents' house as a young-"tweenager".  Your buddy rings you up to go hang out, so you leave the house and start trekking across downtown.  Along the way you encounter several of the homeless - all asking you for change or for food or whatever it may be.  You have the choice to talk to them, tell them no, ignore them, beat them up, or basically just treat them however you like within the normal constructs of the game.

Now, sometime after meeting up with your buddy, you get a call saying that your parents have both been in a fatal accident.  Due to other circumstances, you have no legal guardian or anyone to take care of you.  Because of your family's growing debt and lack of life insurance, your house gets auctioned off along with all of your belongings.  Guess what?  You're now in the underpriveleged world of the homeless!

Now you have to return to the streets where you met the homeless before.  You can put this off as long as you like, but the Police will come after you and make it happen.  Your appearance quickly deteriorates and you find the general public either ignores you completely, or acts very rudely to you.  Your only solace lies in building relationships with the other homeless.  The outcome depends greatly on your previous interactions with them.  If you were violent, they will be violent to the extent that your character may even die.

I need to think about the idea more in terms of storyline to make it plausible.
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« Reply #37 on: March 11, 2009, 07:58:04 PM »

I'm fascinated with the idea of a game that really challenges the player to think about what's happening.  I think playing a game should be like reading a mind-bending book.  At the same time, I don't want to 'leak' my ideas for fear that I might make them someday and somebody else will have done it first, and better.  Although really, that'd be a good thing!

My most recent idea has been regarding homelessness.  You start the game in your parents' house as a young-"tweenager".  Your buddy rings you up to go hang out, so you leave the house and start trekking across downtown.  Along the way you encounter several of the homeless - all asking you for change or for food or whatever it may be.  You have the choice to talk to them, tell them no, ignore them, beat them up, or basically just treat them however you like within the normal constructs of the game.

Now, sometime after meeting up with your buddy, you get a call saying that your parents have both been in a fatal accident.  Due to other circumstances, you have no legal guardian or anyone to take care of you.  Because of your family's growing debt and lack of life insurance, your house gets auctioned off along with all of your belongings.  Guess what?  You're now in the underprivileged world of the homeless!

Now you have to return to the streets where you met the homeless before.  You can put this off as long as you like, but the Police will come after you and make it happen.  Your appearance quickly deteriorates and you find the general public either ignores you completely, or acts very rudely to you.  Your only solace lies in building relationships with the other homeless.  The outcome depends greatly on your previous interactions with them.  If you were violent, they will be violent to the extent that your character may even die.

I need to think about the idea more in terms of storyline to make it plausible.
That sounds really awesome.
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gunswordfist
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« Reply #38 on: March 11, 2009, 08:09:04 PM »

I've been sitting on a game idea for some time, because if I ever did make it, I wouldn't want to spoil the gameplay elements. Frankly, though, it'll probably never get made. So, here it is.

Starting the game as a large, monstrous creature outside a village that believes you are terrorising them, you can kill everyone in it, ending the game, or go on a quest to help them. Every time you help them, you sacrifice one of your powers to increase their defenses; at any point during your quests you can seek out and destroy the actual monster that is terrorising the village, but to get the 'good' ending, you have to sacrifice all of your powers and face the monster unarmed, whereupon it kills you, but is in turn destroyed by the villagers.

Tried to cram that into a one-line pitch, but it really wasn't happening.

I like the way you think.  I'm fascinated with the idea of a game that really challenges the player to think about what's happening.  I think playing a game should be like reading a mind-bending book.  At the same time, I don't want to 'leak' my ideas for fear that I might make them someday and somebody else will have done it first, and better.  Although really, that'd be a good thing!

My most recent idea has been regarding homelessness.  You start the game in your parents' house as a young-"tweenager".  Your buddy rings you up to go hang out, so you leave the house and start trekking across downtown.  Along the way you encounter several of the homeless - all asking you for change or for food or whatever it may be.  You have the choice to talk to them, tell them no, ignore them, beat them up, or basically just treat them however you like within the normal constructs of the game.

Now, sometime after meeting up with your buddy, you get a call saying that your parents have both been in a fatal accident.  Due to other circumstances, you have no legal guardian or anyone to take care of you.  Because of your family's growing debt and lack of life insurance, your house gets auctioned off along with all of your belongings.  Guess what?  You're now in the underpriveleged world of the homeless!

Now you have to return to the streets where you met the homeless before.  You can put this off as long as you like, but the Police will come after you and make it happen.  Your appearance quickly deteriorates and you find the general public either ignores you completely, or acts very rudely to you.  Your only solace lies in building relationships with the other homeless.  The outcome depends greatly on your previous interactions with them.  If you were violent, they will be violent to the extent that your character may even die.

I need to think about the idea more in terms of storyline to make it plausible.
Why doesn't the "tweenager" just live with his buddy?
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« Reply #39 on: March 12, 2009, 11:55:43 AM »

You are a WWII American pilot who has been stranded on a tropical island.  The only other person on the island is a stranded Japanese soldier, with whom you cannot communicate (directly) with and whose country, of course, you are at war with.  You must survive.  (Alternatively, plot of Hell in the Pacific video game style)
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