A comfortable mechanical shoe that can easily turn into a flip flops with a simple gesture, such as stomping once short, then stomping once long, then stomping once short again. This simple gesture prevents accidental transformation to happen from running and walking. This gesture can be disabled by pressing the button inside the shoe or by using the same gesture. It can also transform by the simple press of a small camouflaged button behind the shoe.
This transformation then, allows one to freely transform from formal to casual wear and vice-versa, without needing to go to the hassle of changing your shoes. This is extremely helpful when you spontaneously decide to go to a place where flip flops aren't allowed, so you can simply do the gesture and magically transform it to a cool looking shoes.
A short pants is a comfortable pants that is carefully engineered to be able to freely change its length from above-ankle pants to below-knee shorts anywhere, anytime, with just a simple press of a button inside one of its pockets, without sacrificing any comfortability or convenience.
Like the shoe flops, this transformation allows one to freely change from formal to casual wear whenever necessary, without needing to deal with the extra hassle of changing your pants. This is extremely helpful when you spontaneously decide to go to a place where shorts aren't allowed, such as the city library, so you can simply press the button and magically transform it to a cool looking pants.
An offline Android app game that compiles data from thousands of charts, including but not limited to: forex, stocks, crypto, and commodities. In this entire game, there's a global currency which is like a score that keeps track of your progress. Everytime you fail, your score will decrease, everytime you succeed, your score will increase. The increase and decrease will be the same amount within the difficulty. There's top 100 hall of fame for those with highest scores but it needs internet connection to see it
There are four modes of playing the game. The first one is the classic where the person predicts what would happen next in the chart. The charts used for the classic game are simple charts that are easy to predict. There are many difficulties for the classic mode, from easy to hard. In easy they will gain 1x score, in medium they will gain 3x score, in hard they will gain 6x score.
The first one is easy, where the person simply predicts the next market structure based on chart from all time-frames, he will be given choices on what will happen to the chart. The next one is medium, where the person will have to predict the next individual candlesticks in the chart. The next one is hard, where the person has to draw the next market structure that will happen based on all time frames, he will be rewarded based on how accurate his drawing is.
The next mode is the elite classic, where the charts used will be the unpredictably difficult charts, with sudden unexpected moves, full of expansions and contractions. In nightmare they'll gain 10x score, in hell, they'll gain 15x score, in bankruptcy they can gain 20x score.
The first difficulty in the elite classic is nightmare, where the person has to predict the next market structure of an extremely volatile market by drawing it himself. The next one is hell, the person has to choose whether he will take a long or short position, and he has to choose when to close his position in an unpredictable market. Finally, the ultimate difficulty is bankruptcy, where the person will have to make limit and stop limit orders in the most difficult charts.
The third game mode is Training, where the players are trained in proper problem representation, in which they will see different problems in real life scenarios and charts, then try to represent them in the most appropriate way. In this game mode, the players learn the correct answer after failing but they will lose 2x or 3x score for every failure, gaining only 1x score for success.
The last game mode is the Logic Game, where the person has to choose proper explanations for different scenarios and charts so they can train against hindsight and confirmation bias. The players do not learn the correct answer after they fail this one. They gain 3x score per win but lose 3x score per failure.
An open-world multiplayer survival game that exist in persistent servers where all changes made within the server by the players will never disappear. The first server is the main server where new players can start in a safe place and meet other players. The first area will have the lowest difficulty and is designed to get them accustomed to the game. The second server doesn't have any beginner's area but the spawn of players are random. The third server is the same but there are kingdom of monsters that makes the survival for difficult, but players can choose to betray humanity and join the monster's side to survive.
It's a survival game where they have to collect resources defend from occasional enemies to survive. Players can try to survive alone or join tribes made by other players. The rich players will have an option to create a village where they can establish a safe zone, so the other players can flock to their place, buy their items and pay them the protection fees. Within the safe zone, the rich players can create their own rules by hiring guards to enforce the rules, they can also hire other players too. To establish a tribe, one needs a safe zone but a safe zone doesn't necessarily needs a tribe and those who belong in different tribes can co-exist within a single safe zone. It's possible for tribes and players to fight, grief, and loot each other for the sake of survival but in beginner zones, it's not possible for players to fight each other.
As you can see, this is also a social game where players can meet new friends and have fun because it will be possible to turn on or turn off the voice chat. People can also trade between tribes and safe zones to make a profit. As an open world game, there are varied resource distribution across different areas and more dangerous areas have rarer resources, so trading is highly encouraged within the game. Plus the crafting system of the game further helps the merchant players. The tribe leaders and safe zone owners can collect protecting fees from both players and merchants, while players can sell their items to different merchant players.
The individual growth system would be through the use of skills and equipment (this seems... cliched, need to change?). Skills can be obtained through achievements, events, and skill upgrades. Players can choose to play as different classes and race, and each class and race have their own specific skills given to players. Players can hunt monsters from dungeons or monsters that came out form a dungeon due to a dungeon break, which happens when a dungeon is ignored for too long. These monsters can spawn equivalents, crafting items, and skill books. Dungeons can spawn anywhere, they may even spawn in safe zones. When dungeon breaks happen, monsters come out from a dungeon to invade the nearest safe zones. However, it is nearly impossible for them to spawn on higher level safe zones. Although outside monsters can't go inside safe zones unless the walls are broken, people can still be killed in safe zones except in the highest level safe zones like the one in the beginner area.
Since this is a survival game, when players die once, everything will be reset and their items will drop. However, they may create a new character and spawn themselves within their tribe's safe zones. Without any tribes, people will have to spawn on beginner zones like how they started before. This game is made to be difficult but those who persist and survive can earn generous rewards. The game's currencies are connected to a game cryptocurrency that they can withdraw anytime they want. So if they earn a lot in the game, they can withdraw it in real life.
Unfortunately for the rich players, I will not allow pay to win tactics. The rich players can only buy skins, cosmetics, and aesthetic buildings that only flaunts their wealth and status without actually doing anything. In this game, only those who are truly skilled can survive.
However, the game owners still have to make money and maintain the price of the game's cryptocurrency. For that, we will sell the players extensive cosmetic options, like the full customization of character creation, the ability to decorate their items and buildings, and the ability to have more special effects. While players can't buy functional enhancements using their own money, they can use the cryptocurrency to buy opportunities for improvement in the game. For example, they can use crypto to unlock limited-time special dungeons for their tribe. These special dungeons are extremely difficult though and they won't receive rewards unless they complete it. It's not pay to win because tribe leaders can just convert their in game currency to crypto to pay for special dungeons.
The death penalty seems too harsh, so in the easy game mode with the beginner area, those who die in the easy server will lose all their equipment but keep all their skills. However, those who die in the medium difficulty server will only keep few of their skills. Yet those who die in the harshest difficulty server will not keep anything at all. Fortunately! People can keep their in-game coins and crypto even in death at all levels. Plus those who die can spend huge amounts of crypto so that they can randomly keep 50% of their equipment and skills when they respawn, this 50% consists of 25% of their lowest level equipment and skills and 25% of their highest level equipment and skills. Dropped items that they weren't able to keep will never disappear, it will either be left on the ground forever or taken by players. Sometimes, there are monsters that can use the players equipment. Items dropped for more than 24 hours will become buried on the ground, only those who stepped on that same ground can see them again, this saves server memory.
The updates of the game will be often focused on giving expansion updates and creating new dungeons to make the game feel more complex and open-world. There will be a lot of events like Tribal Wars, Boss Raids, and other competitions. The updates will be responsive to user demands, so dungeons and mobs will be made according to the new environment built by the users. Then players can use the crypto they earn to suggest and vote for the updates they want.
I think it's an online game so most assets should be saved online by the server, so the game won't have high file size, assets will be loaded by the server based on their render distance on their game settings. This approach means the game updates will be deployed on the server-side, so the users don't have to download the updates. However, there's an option to download specific game packages to decrease their loading time and better graphics for the price of increased storage on their side. However, if players have slow internet, they will be required to download most game packages to prevent lag.
A giant chewy candy at least the size of a fist comes in all shapes and flavors, there's bone candy, sphere candy, star candy, and other shapes. This candy is so chewy that it will take 3 full force bites to take one bite from the candy. The most enjoyable part is giving the people the opportunity to make full force bites, as if eating an animated prehistoric meat.
A very safe and comfortable item that people can always scratch with their fingers and claws. It makes an ASMR sound whenever you scratch and there's no risk of injury of splinters. The deeper you scratch, the more the color will change. The most enjoyable part is being able to express your restlessness and agitation by scratching something. (Piezochromism)
A search engine where people can upvote, downvote, and add reviews to the search results. The reviews are public and people can downvote and upvote each other's reviews. To prevent spam, several layers of unique identifiers will be used, while the users with higher credibility or trust scores will have more weight to their ratings and reviews. Some of the unique identifiers are: ip address, device name, verified email account, verified phone number. Everyone can see the ratings and reviews but only those with complete unique identifiers will be allowed to rate and review.
What's interesting in this search engine is that if you were to hover your mouse or press hold on mobile to the websites, you will see a website preview that will allow you to see if the website is worth your time before you click on it. Of course, there's no videos, popups, and other stuff on these website previews. The moment you click anywhere on the website preview, the website will open on your browser.
This search engine is also supported by AI technologies where users can talk to an AI assistant to assist them with their search results and help them filter the results they need. The users can tell the AI "scan all these search results you showed me and only show me the websites with images in it", they can also say "all these search results are lacking this, find me better search results that has this and that", or they can say "if you can't find me search results that I want, notify me in my email if a new website fits my search intentions".
If the search engine fails to find results that the user wants, the search engine will instead refer the user to other niche search engines and large websites where they might have better chances of finding what they want. Of course, all search results, including this one, are subject to ratings and reviews of users. I think what the users are really rating are the websites, it's the AI who handles and remembers the mistakes and errors in search quality, so the AI naturally grows through unsupervised learning.
A website that shows the most fascinating and deepest rabbit holes in the internet, arranged by category, with specific guides to help the users to not get lost. The categories are sorted based on their usefulness. Rabbit holes don't have to be non-fiction, it's alright to have fictional rabbit holes.
The top rabbit holes will have their own iceberg diagram that gives an impression of how deep and interesting that specific rabbit hole is.
The criteria for being included are as follows:
Clothes and fashion imbued with magical sigils and runic formulas to give the wearer increased protection, growth, health, luck, happiness, charm, or intelligence. Most sigils and formulas are hidden under the garments, they are not printed but sewn. Some sigils are visible and part of the design. The clothes imbued with the most complex and powerful sigils are quite expensive.
In this arcane tailor, people can also send their normal favorite clothes for magical enchantment by imbuing it with formulas they want. Most clothes and accessories are allowed to be enchanted, including shoes, hats, amulets, bracelets, pants, and others.
Where magic meets mathematics!
This is a legendary cross-platform game where people can craft their own magical spells using a combination of arcane principles, geometry, and all kinds of mathematical formulas. Because this is such a complex and fascinating game, there will be a long 1 hour in-game tutorial dedicated to new players, where their character will learn from a grand magus while collecting basic arcane principles from where they can craft their first spells. Furthermore, the tutorial teaches the players basic modification of arcane spells, where they can learn to alter the range, size targeting, speed, and other properties of magic.
For those who are interested in delving deep into the intricacies of the arcane, players can choose to complete the advanced tutorial that follows after basic tutorial but the game reminds them that it can be very complex and not for the faint of heart, they can also enjoy and play the game without needing to unlock the advanced tutorial. However, for hardcore gamers and mathematicians, they will enjoy the challenging aspect of the advanced tutorial where they can make their spells stronger for little cost by simply tweaking their magical formulas.
For example, it will usually take 3 level 1 magic missiles to kill a level 1 slime, 2 if it crits. However, those who completed the advanced tutorial will be able to one-shot the slime for the same mana cost by tweaking the Magic Missile spell: they can remove the homing functionality to reduce mana and increase damage, replace it with either pinpoint targeting to increase damage but it make it more difficult to land, or replace it with trajectory targeting to be able to hit units outside of line of sight while increasing damage in proportion to the steepness of thd slope, then they can reduce the range of magic missile to further reduce mana usage if they're using trajectory, but if they're using pinpoint targeting they can't reduce the range because it can only hit a certain point with specific distance from the user, then increase the magic missile speed with the same amount of mana reduction gained from the previous tweaks — the users will then encode all the changes into a complete mathematical formula, the game AI will generate an encrypted magic circle for that formula that can be seen by everyone when the spell is casted but only those who knows their magic key can decode. Finally, they will give name to their newly created spell, they can cast the spell through mental activation so they don't have to chant the spell, this will increase spell casting speed by 1%, they can cast the spell by shouting and chanting the spell name out loud, which will increase spell damage by 1%, or if they have a magic-storing artifact, they can place the spell inside for both higher casting speed and spell damage when they use the artifact.
It might sound complex but it's only one of the countless modifications that a user can apply to their magic spell, not to mention, there are more types of spells than just magic missile. There are all kinds of elemental magic, spiritual magic, spatial magic, time magic, and many more. Most of the strongest magic spells and applications are hidden from the game and only those who can apply mathematical formulas right and combine magic can find them all. Those who can craft the most powerful and complicated spells can choose to share their mathematical arcane formulas to others or just keep it to themselves. This game shall be the most complex action magic game in all gaming history, so I will have to hire several mathematicians and researchers just to perfect the mathematical spell system within this game.
Aside from solo rpg mode, there's also multiplayer where people can build Magic Towers, similar to guilds, where they can invite other players to join their tower. Then they can go to dungeons, raid bosses, and even participate in guild wars together.
Maybe making this game an open-world mmorpg game would be more fun but that's not the point of this game. The main point of the game is crafting and utilization of magical spells based on mathematical formulas, so the mmorpg open-world can wait later when everything is complete and finished. Perhaps the open-world feature would only be added in the second installment sequel of the game. For now, the users should take pride in crafting their own spells, then sharing or selling their magical formulas. It would be crazy if real-life people began buying and selling spells to other players with real life money. It would be a mathematician's wet dream haha.
This invention will become the next most important personal invention next to phones and laptops. Just like smartphones, it will be something that people will always have with them wherever they go. Basically, they are bladeless drones powered by Artificial Intelligence, with their own unique personalities and emotions. They will be personal digital pets of every person, always hovering beside them, on top of their shoulders.
They have several features:
This is simply the features of the simple commercial Floatie. For technology enthusiasts, they can purchase the Super Floatie with more physical modification slots and experimental features. This means they can add additional sensors, legs, tentacles, wheels, storage, or whatever stuff they want to add to their Floatie. The Super Floatie has been made to be highly physically customizable that it's possible to upgrade its specifications, they can even add armors, guns, and turbo boosts to their drone if they want. However, the company cannot be held responsible for whatever unofficial modifications people add to their drone. Those who use this technology for illegal purposes shall be dealt by the law accordingly.
A cross-platform application which is basically a markdown notes app that can be used offline, while being able to publish and share the notes online. It's like simplenotes but the authors may allow comments from other users, and they can only publish their work publicly in the feed.
The top of the feed shows the newest published public notes with minimum of 1000 words by default. The users of the app can use the search function to search any public shared notes they want. There's also advanced search and filter function where the users can choose the exact kind of articles they want to see, maybe they want to see all new notes regardless of the amount of words, or perhaps they only want to see notes with the "philosophy" tag published within 2031-2032. Furthermore, the feed can be sorted to see not the new notes but the highest upvoted notes or the currently trending notes.
Artificial intelligence will be employed to moderate the feed and all published public posts in the app. So if the AI detects that your post is too short, shows only nonsense, or contains any kind of explicit or dangerous content, your post will not be published on public feed and you will be notified about it. Unfortunately, you will still lose one publish opportunity for today, even if your post was flagged for moderation. However, you can always appeal these moderator decisions where you will be given a chance to prove to the AI that your post is actually good and does not contain bad content. This moderator AI is strict when you are persistently wrong but open-minded when it realizes that you are actually right. Any violators must prove that their post is legitimate within 10 turns of talking to the AI.
Additionally, the AI will be used to automatically add tags to your published content so the other users can easily find it by searching. As the author, you may remove the AI added tags anytime but you must add relevant tags on your own. If the users who look through their feed noticed that you are using irrelevant tags, they can flag your post for moderation. If many users flagged your post for using irrelevant tags, then your post would have its tags removed and the AI will automatically correct it, while you won't be able to edit or add tags on your own for many days. The readers can also suggest adding or removing certain tags to the notes they see so the AI will evaluate it and add it to the published notes if deemed correct and relevant.
The published public notes will always have an upvote button and downvote button. The downvoted notes will not be deleted and they can still be seen by users when they scroll down to the bottom. However, they can toggle an option in settings so the downvoted notes are hidden. In addition to these buttons, there's also the report button on the upper right or left corner for each post in the feed, where the users can report published notes if they are dangerous, nonsense, or misleading. The users rarely have to use this feature because all published public posts have already been scanned by the AI for bad content. However, some notes with bad content might escape the AI's detection so the users can report it and add description to their report, so the AI will check the notes again for any bad content. Users who keep making false reports will be ignored by the AI when they make any reports.
The difference between this app and other social media websites is that this app is not focused on short posts but on notes, which is usually more informative or personal. What separates this app from Tumblr is that this app is mostly an offline note taking app, so there's no registration required to write notes but those who are registered can save their notes to the cloud, publish their notes, and interact with the published notes of others. There's even an option in the settings where users can disable the Feed feature of the app so they can only focus on writing notes. Those who have disabled the Feed can still publish public notes and receive comments if they want, they just won't be able to look at other people's public notes on the feed. The users, even registered ones, don't need any internet to access the app and write notes. Their notes will automatically be saved locally regardless whether there's internet or not, so even if something bad happens, they can still retrieve their notes on their device. This app also enables auto sync by default to registered users, so their notes, even if incomplete and unpublished will be automatically saved to the cloud as long as they have internet.
This app is designed to be more simple and lightweight than Notion so it also costs less than Notion. There are at least 12 free themes that users can choose from to change the design and appearance of the app they use. Aside from those themes, they can also choose from a variety of user created themes but they need to download them for a few seconds first before being able to use them. Anyone can create customized themes and publish them on private or public and they will be free for other people to use. However, those using mobile app need to download the customized themes feature if they want to create their own custom themes. The custom themes they used will reflect on their notes and will be seen by other readers when those readers read the notes they published. Those who bought any upgraded version of the app can choose different themes for each notes.
Any registered and verified free user can publish 3 public notes per day by default. Those who bought the upgraded version can publish up to 20 public notes per day and be able to add images on their notes. Those who bought the ultimate version can publish any amount of public notes, upload images including gif images, and unlock all extra features. Those who already bought the upgraded version will get a large discount on the ultimate version. All purchases in the app are permanent and also apply to all platforms, they do not have to purchase again if they are using the app on other platforms. There are no advertisements in the app.
A fun game that sounds like another tower defense game but it's not. It's more like a Minecraft game where all players in one server occupy and share one large plot of land, building their houses and bases with blocks. Every round consists of many waves, let's say there's a maximum of 100 waves where mobs get progressively stronger and more. The number and strength of monsters per wave is also adjusted depending on the number of players before the start of the wave. The game starts where players must choose a class. They can change classes later on but it will cost a lot of in-game money. There's a builder class that will be given lots of blocks. The miner class which will be given a better pickaxe. There's the fighter class where they'll be given better weapons. There's many other classes but they'll have to buy them with in-game money that they can earn in the game. Every class comes with their own skills. Maybe the builder has stronger blocks and can repair damaged blocks. Perhaps the healer class can heal players and give them buffs.
The round starts by giving players 5 minutes of mining and building time. All players get basic building blocks and mining tools. When mining, they can obtain materials and money, which they can use to buy weapons and blocks. When building, they can make elaborate houses of defense, mysterious underground bases, or they can make long sky bridges or tunnels that connects the houses and builds of all other players (my personal favorite). The players can only remove their own blocks and not others. However, for safety reasons, all players are allowed to remove only 3 blocks of other people. But when the blocks of other people are removed, the player whose blocks are removed will be notified in the game and be given the option to automagically restore those removed blocks after 3 seconds. It's not allowed to remove other players' blocks 30 seconds before game start time.
Players will be matched based on the number of games and wins they have played. Those that have already won the same wave 5 times can skip that wave and shortcut to the next wave. If the majority of players have won the same wave 5 times, then all players within that server can skip that wave. However, boss waves cannot be skipped. Players can either win a wave by defeating all monsters or surviving the wave for 3 minutes. The monsters are usually strong and many, so it's not a realistic choice. Most players choose to survive for 3 minutes.
After 5 minutes, the night finally begins. Building and mining is still allowed but it's already dark and dangerous outside. There are all kinds of monsters that approach them. If many of them are in caves or if there's a lot of mined space underground, spiders would appear, which can crawl on walls and blocks. Jumping zombies are also basic mobs that appear in the early waves, they are zombies that keeps jumping and targets the nearest player. These zombies are not to be underestimated — if there are many of them, they can jump on top of each other and reach your high bases. A jumping zombie with a jumping zombie on top of them would be able to very slowly break blocks. A powerful zombie is large and can break blocks on their own. Skeleton archers will fire arrows at the players and their arrows will destroy any blocks in 2 hits. A powerful skeleton archer can destroy any block in one hit. There's always a more powerful version of every mob. The creepers don't target players, they target the player-made buildings where players are directly above or inside those buildings. There's also the drill zombie that can drill through underground and players' bases.
Any player that's killed has the option of leaving the game or becoming a monster themselves. When players become a monster, the type of monster they become will be decided using random probability. The stronger monsters have lower probability to get because they are rare. If they use their in-game money, they can buy to get higher probabilities of stronger monsters. But if they don't, they can just rely on luck where they'll get basic monsters most of the time. The basic monsters can be pretty strong if they're used by players instead of bots. However, if players become monsters, they do not increase the number of monsters, they merely possess a monster within that wave. So the dead players can't choose to become an overpowered monster, they must still play by the rules of the game. Monster players can earn in-game money by defeating other players. The first player who became a monster within a minute will have their builds removed for the duration of the round to prevent intentional trolling.
Each wave gives rewards to the surviving players. The higher waves give more rewards, and boss waves give more generous rewards compared to normal waves. Every 5th wave will be a boss wave where players must face a strong boss monster and some few basic monsters. Players who survived the boss waves will be given 3 minutes of safe time where they can mine and build. They can use this time to fix and improve their bases, get better weapons and blocks. There's a very rare chance where mobs drop good items when killed. However, if you are inside your base and you defeated that mob by using long-ranged weapons or a trap, you must decide whether to go outside your base and get that item, or just leave it there. You don't have to do it alone, you can form a team with others to get it, while your other teammates cover you from the back. Perhaps that item is one that gives powerful buffs to players around a certain radius, then it will be very important for survivors to secure it if they want to survive for longer waves. It's high-risk, high-reward. Will you be able to return that item to your base, or will you be defeated by mobs before you can get that item? That choice is up to you.
The players who die will leave some of their items on their ground where other survivors can loot them. They dead players don't really lose their items, it's just a feature where dead players can be scavenged. After the boss game, during the second buildings and mining phase, the buildings of dead players will be marked by the game and the living survivors can scrap these buildings so they can have more blocks to use to upgrade their bases.
Players can choose to become monsters from the very beginning where they can give up their building privileges. They can choose to remain on the same server but they have to wait for 5 minutes or until the majority of the players decided to quickly skip the day. They can also choose to join random public servers that have already started or are very close to starting so they don't have to wait.
The main charm of this game is that this is a forced cooperative multiplayer where you won't be alone, unless you chose to become a monster yourself. There's also a lot of freedom and individuality, you can choose to build your own base with whatever design you want. Maybe you want to build a base with your friends. Or perhaps you want to build a large base with many other random people. You can also create your own base before the game starts by creating your base on creative mode, saving it there, and then loading it on normal gamemode so you don't have to keep building the same base again. However, in creative mode, you have a limited amount of space from where you can build. This is to give space for other players of the game load their creations. Not only this game allows you to experience the true cooperative survival experience, it also gives you a chance to show your creations to other people.
It would be pretty interesting when the AI can now generate game progression in real time. Let's just say there's an AI game where you progress through the story, then the story, choices, and characters changes depending on your choices. It can be done if the AI is made to generate working graphics, items, NPCs, storylines, and code so the game updates every checkpoint. Or it can be done this way: AI generates content 1-15 for the game, when the user reaches content 11, then the AI inputs the choices that the players made from content 1-10, so while the user is trying to finish content 11-15, the AI generates content 16-30.
This game starts with single player game mode. Every player has their own open-world planet that they can explore. The first batch of content may be static and the same for everyone, or it may be randomly generated by AI and different for every user, just like unique worlds in Minecraft. Using the combined technology of both AI and Virtual Reality, there will be an almost infinite amount of choices and possibilities available to the player. The player has so much freedom and the consequences of their choices will last forever. Unlike Minecraft with only mobs and terrain, this game also has AI-generated storylines and countless NPCs with dialogues from all over the planet. The player may choose to conquer the entire planet, live an ordinary life, or just do whatever they want. The settings of the game can be changed and the AI can be customized by using an in-game item that all players have from the very beginning.
Then let's say this game got the long awaited MULTIPLAYER UPDATE. Now, players from different planets can enter a portal to connect into one fixed central planet. Each and every player would be astonishingly unique and their interactions wonderful. They will trade each other items that have only existed on their own planet. Then let's say they allowed other trusted players to enter their own planet. Now you can see the storyline, myths, and legends of the planet of other people. You will be able to play on a planet another player has shaped, and they will also be able to play on your planet and shape yours (only if you allow it).
And then for the third update, the devs decided to bring out the Three Great Spheres — public planets where hundreds of players from their own private planets can enter. There is the sphere of order, a planet governed by law, where evil players who hurt other players will be hunted by overpowered AI NPCs, this is where newbies can play if they want to play on public servers. There is the sphere of anarchy, a lawless planet where might reigns supreme, where the entire planet is bathed in blood from endless wars. Newbies should not join this planet. Finally, there is the sphere of plenty, a planet where taxes are low, merchants are protected, black markets flourish, and where players can hire NPCs from other worlds to join their planet.
I will now bring you the 4TH UPDATE: GODS UPDATE.
Players who have excelled in their planets, who have reached considerable ability, fame, and followers, reaching the threshold of the gods, can evolve to become GODS of their planets. Their Godlike powers will depend on their personality and most used abilities. The 4th public planet will be created, the PLANET OF THE GODS, which only the god players can enter, where they can meet the most powerful NPCs. However, Gods who enter other public planets will have their godlike powers sealed by the AI owner of that planet to ensure that the planet does not get destroyed by their presence. Even when their presence is sealed, they are still gods and no sane player dares to cross them. These gods will have supreme sovereign power over their own planet of birth. They will be able to create whatever they want as gods but their power is not omnipotent. Once their god power is used up for the month, they will not be able to use their god powers and mortals would be able to kill them if they go to public planets. Indeed, gods can be hunted and killed, though it is nearly impossible to do so. The only thing more difficult than becoming a god is killing a god. Let's say they can become gods only if they reach 100000 points in total across their ability, fame, and followers. Therefore, it will take hundreds of hours of playtime even if you are a pay to win player. Indeed, gods are extremely rare, that any player who happens to witness them will receive strong temporary buffs and weak permanent buffs depending on the power of the god.
Then for the fifth update: POWERS OF THE GODS.
Any god can now forge their own divine weapons. They may find the materials with painstaking labor in the Planet of the Gods. These weapons of the gods, when handled by mortals, they will instantly crumble to ashes. Even the weapons and equipment of a fallen god cannot be handled carelessly. They have to be unsealed and purified for a long time, taking so much energy and resources, just so mortals would be able to use them. However, after unsealing the equipment of a fallen god, they will become weaker and less powerful than the original. Even then, the equipment of the gods is still powerful enough to turn the tide of wars.
A new public planet can be made only if 12 gods work together continuously for a long time, building the planet, while continuously pouring the required divine materials that they can obtain from the Planet of the Gods. During the time they are building the planet, they are vulnerable to being killed by mortals. After they have finished building the planet, they will be out of god power for a month and will be vulnerable. These new player planets made by player gods are new public planets that can be accessed by everyone. However, the gods need to pour some of their god power everyday to manage it and enforce the rules there. The 12 gods can share the entire planet, or they may fight among each other so that only one or few of them may control the new planet. If a planet is abandoned by the gods with no one managing it, it will be automatically destroyed within a few days, killing everyone who was still staying there. From now on, any player who killed a god will be able to steal some of the god powers of that god, they will have their stats boosted, and become so much closer to becoming a god themselves.
A t-shirt whose design can be changed anytime using a t-shirt changer. The changer will be a portable home machine and can change the design of a single t-shirt an infinite number of times. It will simply require some inexpensive stuff and resources. This will be used by people to broadcast their needs, feelings, thoughts, and vibes.
Using quantum technology, a small and portable anti-detection device will be able to detect if there's anything looking at it. When you press the green button, the device will glow lightly for 30 seconds or how long you want it to be, then produce a graph that shows if someone recorded or saw that glow within that time, and their intensity of recording. The more people see it, the recording is higher. One camera or instrument is only counted as 1 entity, even if there are many people watching behind it. If you press the yellow button on it, it would release a small and cute sound for 30 seconds or how long you want it to be, then produce a graph that shows if someone recorded or listened to that sound within that time, and their intensity of recording. If more people listen to the same sound, the recording is higher.
An explosion of laser lights in all directions will also destroy all cameras looking at it. An explosion of ultrasound, like that of ultrasonic jammers, can destroy all audio recorders listening to it. If I make a bomb that explodes laser lights and ultrasound, not only it will destroy everything around it, but not a single one would be able to witness them, because all and any visual or audio recorders are gone.
A 3d cross-platform open-world game where a boy living in a garbage dump has lucid dreams where he has cool superpowers. The game starts with the boy with low health bar and low stamina bar, with a bunch of negative status effects. That is the character you control. First, you search the garbage dump for something useful. Second, you eat scraps of food somewhere. Then you fall asleep on cardboard. The prologue ends, the Lucid Dream starts!
Unlike in real life, the lucid dream has more fluid controls and less screen clutter. There are also more controls. In this extremely detailed lucid dream, you can use the controls to make yourself appear invisible, go through walls, fly on the sky, run on four limbs extremely fast, and peek through the memories of other people. Yes, you can interact with NPCs in various ways, you can also make it as if they have never seen you at all. This game tries to represent the immense freedom and detachment of lucid dreaming.
Another mechanic is that there are sometimes CURSED DREAM OBJECTS in the lucid dreams. You will know them because whenever you look at them or get close to them, the reality of dreamworls begins to shake. Plus they emit a dark evil aura. If you touch a CURSED DREAM OBJECT, you will suddenly lose all your dream superpowers, your character would be extremely shaky and slow, and a dream nightmare will spawn in front of you and attack you. If it is attacking you, a prompt on the screen appears that you must quickly press certain buttons to escape. However, pressing those buttons would only move the lines and colors but does not make you escape. In fact, those who rely on it will be consumed by the dream nightmare and you will be forced to wake up. There's a chance that you won't wake up at all, but rather have a sleep paralysis where a sleep demon stands on your chests and you can't do anything about it.
The only way to actually escape is to shove, push, or fight the dream nightmare, then beat it up until it disappears. Don't rely on the suspicious prompts on the screen. REMEMBER THAT IT IS YOUR DREAM, YOUR LUCID DREAM, and that is the only way you can escape. If you forget that it is your dream and stuck yourself pushing buttons to escape then you will only be forced to wake up and live another day as a garbage boy. If you do beat up the dream nightmares, you'll gain additional lore and information about your game character. Sometimes you will find interesting objects when you explore in your dream. And when you wake up and go to that location, you would find that those interesting objects were still there and you can use them to improve the shitty life of your game character. After all, your game character is bound to die after 7 lucid dreams if you didn't get anything. If you get anything that will improve your life, you can have lucid dreams indefinitely.
The exploration part is fun. You can go inside people's houses. Make yourself seen, or invisible. Make them panic, then make them forget. Peek into their dreams if they're sleeping or their memories if they're awake. If you're on the rooftop, use the ability to go through walls to go through the ground. Use this information from your dreams to survive in real life. Perhaps there'll be a time where you don't have to live in a garbage dump anymore.
The boy's name... is Lucid.
Inspiration: Dancing with cute/cool people in online together with a synchronized dance animation somehow feels good, even if it's just virtual dancing.
A game where two players or more team up to dance together to fight against enemies and progress the story. They live in a world where people have a dance showdown to resolve conflicts and fight each other. So the story makes them fight enemies from average street dancers to powerful mafia dancers. Every dance battle is a rhythm game with both music, dance, and beats appropriate to the music. The players can battle with the NPCs where the NPCs will be the one to choose the dance and music appropriate to the story and their personality. The more the story progresses, the more they will encounter powerful bosses and dancers who are really good at making difficult moves successfully. The players can also request dance battles with other groups of players, but those who receive dance invitation will be the one to set the music. Each music has their accompanying dance and beats made by the hired choreographer and designer. Just like other rhythm games, some music is easier than others.
The NPCs themselves have a lot of dialogue and personality, so they express themselves and say something even while in the middle of the dance battle. When a player in a duo dance battle fails something or they skip a beat, it will be clearly shown in their dancing animation and facial expressions that they failed. Additionally, their failures will be passed to their partner who will now have to deal with the extra beats. If they also fail to catch those too, then their team will lose health/energy. If a player fails to catch a beat three times within a short time period, then their character will get stunned, which will be shown in their animation. It would look like they temporarily stopped dancing and fell down so their partner would be the one to deal with all the extra beats that are also faster. When their team loses enough health/energy, then they'll lose the dance battle and their defeat animation will be shown, meanwhile their enemies will show a dramatic victory animation.
When there are three or four people, a failure of one will be randomly sent to another player and if they fail that too, their failure cannot be shouldered by others and it counts as a loss in health. But if there are five or six people, the failure of one will be sent to one random player and if they fail that too, it will be sent another one random player excluding those that it already passed but if this third player failed to catch the beat too, then it counts as a loss. This pattern will continue as the number of players increases. These skipped beats that come from the failure of another teammate will be highlighted for easier detection. If a player gets stunned two times in a row, their team takes damage that is separate from the damage of the missing beat. The team automatically loses if all team members get stunned at the same time. Players may be too busy focusing on the beats but those that still have time can use emotes in the game to express themselves. Sometimes there's a moment of rest in the music so it's also possible to safely use emotes at that moment. Those who are using emotes while perfectly hitting the beats would be seen as insane and crazy players. Stunned players can also use emotes to show how sad and stupid they are.
It's important that this game isn't just like any other rhythm game. There should be some form of innovation that would make it more creative and satisfying than other rhythm games. It could take on the forms of other creative rhythm games like osu, where it's about drawing patterns and stuff. Additionally, a player gets a power up every time they get 20 consecutive perfect combos, they also get a power up if they don't have any misses after a set amount of time. Every player in a team gets a power up if all of them are perfectly synchronized and dancing perfectly. There's also a random but very rare moment where a power up beat can appear where they can get a power up if they hit that beat perfectly. There's a slowdown power up that temporarily slows down a target team member, making it easier for them to dance. There's a speed up power up that temporarily increases the speed of a target enemy. There's a bullet power up that shoots a fast moving beat in a target enemy. There's a bomb power up that suddenly creates a lot of slow-medium beats on a group of enemies. There's also a motivational power up that immediately improves the condition of a stunned team member, allowing them to dance again.
There are multiple classes in the game that give simple perks to the players depending on their chosen class. The classes are about which type of dancer you are, so there are hip-hop dancers, jazz dancers, breakdancers, and others. Players can get these classes once they reach a certain level/part in the story, though it is designed that they'll get to choose classes after 1 hour of gameplay. Personally, I'll choose the class that will allow me to provide the most help and assistance to my teammates.
Like guilds or clans, players can form or join a dance group. The leader of the dance group and other trusted members can invite others to their group. When their group reaches the minimum size, then the leader can choose some difficult group dances. These difficult group dances have little to no visible beats, so it's important that the members of the dance group train together to practice and memorize the dance. The training may have visible beats as first to get the group members used to it, then the leader can make it so the beats would disappear. When the time comes, there will be a dance tournament for dance groups, and when they perform their practiced dance, all beats would be invisible so they better be prepared.
Anyone can become an audience even if they're not part of the dance group. The audience players who have played enough time in the game can vote for the dance groups they liked after watching their dance but the scores are more important than votes. The group with the highest score and votes can become the champion of the dance tournament and receive a limited time outfit, banner, styles, and other perks in the game. They'll also be placed in the leaderboard and tournament history. When all other dance groups are eliminated and there's only 2 dance groups for the finals, both of them will fight in a dance battle where the use of power ups are available and encouraged.
Now, which team will be able to perfectly play their dance with invisible beats, all the while receiving power up attacks from the enemy? Which team will be the greatest dancers?! IT'S TIME FOR A DANCE BATTLE!!! (By the way, the power up attacks that they receive from the enemy will have visible beats, not invisible. Only the beats they practiced will be invisible.)
NEW UPDATE: ORIGINAL DANCE TOURNAMENT
In this new update, there will be a new kind of tournament where the dance leaders don't only have to pick their songs but they also have to design and choreograph their own dances along with their trusted members! They can do this by using the new feature "Dance Editor". This feature takes them to a simple drawing board where they can draw the beats using simple lines and these lines would translate to pre-programmed dance animations on their character. These beats are set to automatically apply to all members by default but the leader can choose to manually create the moves of their members one by one for more fun and variety! So there may be some members doing only these moves and the rest of the members doing those moves, allowing them to take pride on their own dances. HOWEVER! There will be a new criteria for this new tournament. Unlike the previous tournament where rhythm score and audience impact are all that matters, this new tournament has 20% Creativity, 20% Difficulty, 10% Appropriateness, 40% rhythm score, and 10% Audience Impact! Appropriateness is about forcing the leaders to create dance moves that are appropriate to the song, Creativity is required so the leaders make interesting dance moves, while Difficulty is required so those who make more elaborate dance moves have greater scores. The judges will be some of the game staff and also greatest players in the game
Individual players and unofficial groups can also use the Dance Editor feature for their own purposes. They can use their own completed dances to show off to others, challenge other people for fun, or just for the sake of it. They can also publish their completed dances and it will appear in the new Community Dances tab in the game, where other players can like, comment, duplicate, and propose edits to them. The dances published in this tab can be sorted according to the number of comments and likes. Players who published the highest liked dances will be rewarded with generous in-game items. Another experimental dance mode is added "Freestyle Dance". This allows players and groups to Dance without any beats, every movement of their fingers translate to a dance animation. There will be a new event quest for everyone where they will be taught how to do Freestyle Dance by one of the NPCs. However, this dance has no scoring system.
A website where people can create anonymous accounts where they can post any items or services for bidding or bid for items. They can choose among multiple payment options like PayPal, crypto, bank account, or meet up just like the old ebay. They can build credibility by working on their profile details and adding stuff on their about me. There are no rules or anti-scam policies. There is no shipping. The sellers themselves must provide a way to ship their products. Those who fail to do so can get a negative review on their shop. Those who get positive reviews are more credible. The website does not collect any fees but the users can donate if they want to. The items themselves can get a high or low rating.
Users can buy a permanent Special Reviewer badge for $2 that will allow their ratings to stand out. Items with average special rating lower than 3.0 will be hidden to users unless they specifically choose to view them in the settings Those with less than 10 sold items can get special promotion of their products for $1. This is to deal with spammers. It's possible to sell concepts, memes, nonexistent things, abstract stuff, and everything one can possibly imagine where other people can bid for them. There is a large disclaimer when entering the website for the first time and before registering an anonymous account. The abstract and non-existent items that people won in the bid can be stored in their virtual collection which they can resell later if they want to. Thus, these items can create history of the users who previously possessed it before.
To prevent this from being banned by the internet, this website shall be made outside US and EU. It should not store any data. It should not take commissions from any sold items. It will be defined as a performance art. And anyone can report illegal or bad things which would make those things immediately invisible to them but not invisible to others. Still, these reports may or may not be checked by the website staff.
An absolute beast of a roguelite multiplayer game where players can choose among different classes, races, and bloodlines. However, the art and graphics are simple, cutesy, and somewhat 3d in an MMORPG bird's eye view way. In this game, players team up to fight against monsters. No, the fighting is not auto-attack based with passive skills. No, it's not based on pressing active skills either. There are little to no buttons to be pressed. Instead, players fight by drawing lines on the screen. Diagonal line slashes through enemies, upward line is an attack that makes your enemies airborne, holding press is a powerful stab, multiple taps are fast light attacks. These are just the simple basic attacks. For special attacks, you must draw different shapes. For example, magic circle for an aoe damage and stun skill, triangular sigil for a single target critical hit, zigzag for multiple slashes, and a STAR for your MOST POWERFUL ULTIMATE! These are just some of the skills in the game.
JUST IMAGINE SLICING YOUR ENEMIES MID-AIR WHILE DODGING ALL THEIR ATTACKS! IMAGINE SPINNING THE BOSS MID-AIR BEFORE YOU CRUSH THEM ON THE GROUND! AND YOU ALL DO THIS, NOT WITH A TAP OF A BUTTON, BUT WITH THE GRACEFUL DANCING OF YOUR OWN FINGERS! THE ADRENALINE!
Since there are multiple classes, you can use other classes to fight with different weapons and skills! You can perform all these combos on a gunner, wrestler, archer, bard, and many others. The simple combos are powerful and dramatic on their own even if you're a simple player. But for the expert players, they can experiment with infinite variations and make their own world record combos that no one other people can imitate.
Furthermore, this game will be designed to be extremely coop-friendly. So if your friend or teammate is down, then you can help them get up when they're down, you can heal them, you can boost their damage, you can buff them, if you have the ability to do so. There are also different types of enemies that takes more damage depending on the damage type. Of course, different classes and skills can have different damage types! Plus those damage types interact as well to give visually pleasing and powerful effects. For example, if the enemy receives the "wet" status effect from water damage, they will take more electric damage and have a higher chance of being stunned by electric damage. Those who plan their team composition more to account for different enemies have greater chances of surviving and winning.
There are different modes for this game. The pure battle mode is only about fighting against enemies and exploring the place. In the normal mode, you can search for supplies during the day, defend during the night, counterattack or search for supplies again during the day. There are also supplies that can be found during the night but there are more enemies around. Just because it's day doesn't mean there's no enemies, there might be few enemies lurking around too. The supplies gathered can be used by anyone and they can use them to heal and buff themselves. There are a variety of supplies depending on different maps so it's important that the team choose the supplies that are most helpful for them. Sometimes there are rare supplies that can be found, which are often guarded by strong enemies. However, just to make it clear, this is not a build, defend, and survive game. This is a prepare, fight, and conquer game! And you will definitely feel the presence and influence of teammates in your bones.
Just like any roguelite game, you can gain new skills and gestures as you defeat more enemies. It's also possible to find skillbooks sometimes to gain skills but they are very rare. You can share these skillbooks with your teammates since they're also a form of supplies. However, these skillbooks are one-time use only so only one of your teammates can use them. Sometimes you can find artifacts that will be more effective when used by your teammate than you, so it's important to give it to them. There may be no equipment system but players can find artifacts that can give different effects, some more powerful and rare than others. A player can only equip a limited amount of artifacts per game. The inventory of players is also limited so they may return back to their base a few times when gathering supplies. Character movement is through a button or dynamic joystick. To drag something, whether it's their teammates incapacitated body or some important supplies, they have to press hold on those things they want to drag.
Most of the gameplay will be based on the gesture based interaction mentioned above. The same goes with helping teammates that are incapacitated. If a player is down for 10 seconds without anyone helping them, then they will die. To help them, players need to draw a heart around them, then a circle around that heart. In this way, one player can focus on drawing the heart, and the other player can focus on drawing the circle. A player can draw both of these shapes alone but it would take a little longer. And when both shapes are completed, their teammate would be up and ready to fight again, though they would need to consume some supplies to replenish their health. Dead players can be revived once after securing key parts of the map. For example, there's a resurrection altar on the enemy's base where their teammates can offer something important to revive their dead teammate. Only one player is allowed to secretly infiltrate the enemy's base, otherwise they'll be definitely detected. This is a difficult task, much harder than just raiding the enemy's base with all of your teammates at once. Plus if only one player revives someone, then they have to sacrifice a lot of themselves compared to when many players are reviving someone. Those who died and are revived in the resurrection altar have some of their stats and skills reduced, which they can regain after defeating enough enemies.
Every game map is large, landscape, and beyond the screens. Moving your character automatically moves the camera as well. The size of the player characters and enemies will be medium-sized, similar to MMORPGs, big enough to perform gesture based combos but small enough to also fit other teammates and enemies. When a player equips the map artifact, then they can get a map feature which shows a small map on the screen, showing their base, enemies, teammates, and fog of war in the unexplored areas. Since the map is an artifact, it takes an artifact space on the player who equipped them so they should replace them with a combat type artifact when they need to fight strong enemies.
A quick match would be a terrible way of finding other teammates in the game, so there will be public and private rooms that other players can join. In public rooms, the room master can only kick someone if the majority of the team agrees to it. However, in private rooms, the room master can kick someone without needing agreement from others. Anyone can see a players profile that shows their badges for being a good teammate, their amount of games played, win loss ratio, number of times they quit the game, number of times they went afk. That's right, you can award the teammates you like with a specific award after the round ends.
I want to play something unique and cooperative. Like a random boss raid of 50 different players, with each player being able to choose from 12 different classes, and make a random rarity roll from 21 different bloodlines, some bloodlines more powerful than others. The boss will be random, there are several bosses that can be randomly picked. This game will be extremely focused on cooperative and tactical gameplay, such that the boss can only be defeated with enough teamwork. It will be impossible to defeat the boss with 50 players just spamming the attack button. The health bar of the boss will be so long that you can only end the game in 20 minutes if everyone died so fast. These games would last 30 minutes on average and they can stretch up to one hour. This game requires at least 30 players to be played and a maximum of 50 players. Fortunately, the health of the boss scales with the number of players so if people quit or there are fewer players, the maximum health of the boss would decrease but not their current health.
Each of the classes are unique and helpful, having a set of useful skills. There are 4 support classes. The Angel, who can heal people, remove crowd control, and their special skill is to revive a dead player. This special skill has the longest cooldown in the game and they can also use it if they work with another angel. The Butler, who can reduce the cooldown of a teammate's one random skill, give buff to teammates, and their ultimate slows down the boss. The Goblin, very fast and capable of piggybacking teammates where teammates can still attack and use skills, their ultimate allows them to save multiple teammates from boss attacks but it costs them a lot of health. Teammates who are on the goblin's back can always choose to drop anytime, they can also be dropped by the goblin anytime. The Leaders, where there's only a specific amount of people chosen to become leaders for every game. There are different leaders, but there is only 1 Regiment Commander and 7 Platoon Leaders per game. The Regiment Commander is the most powerful class in the game, they can send global messages to all players but their skills need the cooperation of many platoons for it to work. They are the only class whose skills have a cooldown before they can first use it.
Their first skill, Attack Formation requires all platoon leaders and their members to be moderately near the boss and must have line of sight towards the boss, which will deal massive damage which scales the more platoon leaders and members are present. Their second skill, Defensive Barrier requires enough members to form a large circle around the boss, greatly reducing the boss' damage for a short while. They'll still take damage and those who ran away from their positions won't take anymore damage but their defense barrier will weaken the more people run away and refuse to hold the line. The weaker the defense barrier, the more damage the people holding it will receive. Their third skill, Command, allows them to issue targets and commands to specific or all platoons, and these targets will be visually shown on the screens of other players. Their fourth skill, Authority, allows them to give buffs to entire platoons by increasing or reducing the buffs that other platoons receive. They can also demote underperforming platoon leaders so their platoon members would vote on a new platoon leader among them. The Platoon Leaders have similar skills to the Regiment Commander but on a smaller scale. Here's a secret: Platoon Leaders who use Attack Formation or Defensive Barrier at the same time with other Platoon Leaders will form a synergy that would increase their damage or defense, but not as high as the skill effects of Regiment Commander.
Anyone can choose to be a Leader in the class selection screen, where any of them would be randomly chosen as Platoon Leaders or Regiment Commander. Those who choose to be a leader can choose another class, just in case they are not chosen to be a leader because there are too many players who want to become leaders. When a Regiment Commander dies, their medal would be flung far away and the first person who got it would become a new Regiment Commander. The same thing happens when a Platoon Leader dies, but their medal can only be claimed by members of the same platoon. There are 7 maximum members per platoon so if 2 members die, they can absorb a platoon with only 2 members left to increase their numbers.
From time to time, there will be dark shards that appear around the map. Players who manage to collect a shard become susceptible to friendly fire, they can hurt allies, they gain more stats, and their name becomes red. If they collect two shards, they will become stronger and their name will be announced to all players in this round so other players will kill them. If they manage to collect three shards, then if they get near the boss, the boss will absorb them, the boss will get healed, and they'll be able to control the boss to defeat all other players. These boss players need to keep killing a player in a short amount of time or else they'll be forced out of the boss' body and die. When players with collected shards die, the dark shards will drop out of their body. Besides collecting them, these dark shards can also be destroyed after a few attacks. If a boss manages to collect a dark shard, the boss will heal. Only the Regiment Commander is not allowed to collect a dark shard, all other players can do it. However, it's better for most players to destroy the dark shards they find to prevent the boss from healing. A player can throw up a shard when they have only collected one, but doing so will give them significant penalties on their stats and cooldowns for the rest of the game.
Other roles:
A large pack of nuts covered in powdered cheese.
Just like a delivery app, playmates app allows users to deliver some people to your home to play with them. These people are called playmates and they always bring a lot of games with them. You can decide which games you want them to bring or you can press random so they'll surprise you. These playmates are professionally trained so rest assured that they'll make you feel entertained and satisfied. Anyone can apply to be a playmate but they have to undergo through months of rigorous training to become one. It's possible to play both indoors or outdoors, just specify it when ordering them. When they arrive, they'll play with you with the games they brought and if you're new to the game, they'll teach you how to play it.
I don't want purely chat based social deduction game like mafia42, and I don't want a game with too many emergency meetings like Super Sus. I want a social deduction game with more fun and chaos! Therefore, I'll create my own version of a social deduction game.
In this game, there will be a lot of roles, just like Super Sus. However, the roles will be more dramatic and there'll be items that can randomly spawn throughout the map, such as gun, knife, and shield to encourage people from exploring the map and not just camp at spawn while spamming the emergency meeting buttons.
Gun: For 10 seconds, you gain the ability to shoot and kill one person (also disappears after an emergency meeting) Knife: For 20 seconds, you gain the ability to stab one person, an effect visible to everyone will show on their character showing that they are bleeding (they only die after the emergency meeting) Shield: There's a 50% chance that you won't die when attacked once.
Each team, there are 8 players. A player can pass the obstacle course by collecting a flag at the end. There are only 5 flags at the end and one flag given to one random player for each team. Other players can also pass if someone from another team who already has a flag gives their flag to someone (but they have to go with them and decide who holds the flag) or if they manage to collect a hidden key. The hidden keys are scattered in the most difficult and hidden areas of the obstacle course. If they fall out of the obstacle course, they are eliminated.
The obstacle course is large and has different areas — the first one is simple, with nets, ladders, platforms, and the occasional heavy swinging objects. The second one is a steep climb with rolling boulders. The third one is some random obstacle course made from other people's fun ideas. The fourth one is a maze with various hidden paths, one path can be solved through intellect, another path can be solved through teamwork, another path is just a dangerous path, and one is a highly difficult path that contains a hidden key. So if one is stuck at something, they just have to find other paths to escape. Finally, the last obstacle course requires either perfect teamwork to pass or some members to sacrifice themselves so others can pass, so the team with more members at the end will have advantage with the final obstacle. Throughout the entire obstacle course, players from another team can join as obstacles to make the lives of those taking the obstacle course harder.
The team with the most players that pass wins, or in case of tie, the team with shortest average completion time.
What's beautiful about this game is that it is a fusion of both CHAOS and TEAMWORK. Members are allowed to betray their teammates to get their flag. Members from other teams are allowed to help the team who is taking the obstacle course by giving their flag anytime, though they have to endure the obstacle course with them. They are also allowed to join other parts of the obstacle course as obstacles that will make it difficult for the team currently taking the obstacle course. There is a lot of freedom for everyone, making it truly delicious!
A kiosk placed somewhere random. It offers a lot of simple chaos quests that people can do. They simply have to pick the quest they like, place their payment information, then send completion proof before they'll quickly receive money in the payment information they sent. It doesn't hold any money inside it on its own, all financial transactions are online. Fortunately, it accepts multiple payment providers. It features a fingerprint registration and verification system and a mini hidden camera for the sake of security.
People can easily create an account by registering their fingerprint. The fingerprints stored in the machine are fully encrypted and cannot be accessed by anyone, not even the programmers of the kiosk.
The verification of completed tasks are done fast and reliably, using a decentralized verification system. People can install an app to verify completed tasks and earn some cash, and if enough independent raters agreed with it, then the payment would immediately proceed. The work of independent raters are sometimes randomly graded and moderated by a senior rater from our team, to ensure a highly quality verification process.
After a while, when the system has become popular and stable, there will be a new update.
New Update: Kaox Gods
In this new update, anyone can create a chaos quest by registering as Kaox gods. All quests cost a small fee to put up to prevent spammers. Kaox gods must follow guidelines when creating a quest and those who fail to follow the guidelines will be banned and their payment won't be refunded.
A website with a button. The lucky people who manages to find this website can change their life with the single press of the giant internet button. However, this is also a chaos button. It can change a person's life in unpredictable ways. It may suddenly send the button presser a lot of cash, send them an overpowered ancient item, send them a random fully functional sci-fi item, give them two overpowered assistants who can help them achiever whatever they want, or give them a secret base from a remote part of the planet that contains all aforementioned items including a ticket and guide that will help them to there. As you can see, receiving a lot of cash is the weakest reward out if all of them.
The game I've been playing these days, Where Winds Meet seems good, but it actually sucks because it fails to consistently deliver what is expected of MMORPG games; social interaction. Simply because its default mode is Solo Mode, it has already failed. Sure you can get some in-game friends if you tried very hard, but that's just how it always worked irl too. If a game is no different than real life, can it still be called a game? Likewise, Sky: Children of the Light promises a game of genuine human connection, and yet it suffers the same flaw as WWM, it's a solo game by default. At least most MMORPGs are a little better, there are always players everywhere that it simulates the feeling of society. And yet even these MMORPGS aren't enough to give a feeling of consistent social interaction; you still have to find or be found.
I have written and proposed many multiplayer games above. And yet none of them will ever be as good as this groundbreaking idea that I am about to write; one that strives to deliver the true multiplayer experience, the ultimate pinnacle of rpg games.
Think about it, what is the most important social group for humans in real life? That's right, it's family. If most people have to search for families instead of being born into one, countless people would have no families at all. In that situation, my autistic ass would never be able to find anything and just live alone for the rest of my life. Maybe it would actually be better if people can choose their families, it gives them more freedom and they can avoid bad families. Ahh yes, freedom, and the illusion that most people can afford and sustain it. While the ability to choose makes life more interesting, the price of freedom is not something everyone can keep paying, the burden of choice is not something everyone can carry, especially for a long time. Is this not the same reason why many people remain stuck in the same terrible schools, jobs, relationships and situations? Because to choose something other than the status quo is to choose freedom, and freedom, no matter how attractive, is more overpriced than airplane food.
After the character creation screen, the new players of this game will be automatically placed in a random 5 player world permanently. Each world consists of 5 players at the beginning, up to a maximum of 12 players. The original 5 players are called the original cohort and they may invite another 5 permanent members, up to 10 players per cohort. The remaining spaces are for guests who they allowed visit to their world. We will talk about the role of guests later.
Every world at the beginning is almost the same, with same NPCs, quests, and stories; the only differences are the seeds. Every world has a unique seed. As for how unique, the cohort will only find out later once they have reached the later stages of the game, where the seeds have "bloomed".
(Thinking about the narrative logistics of this game drives me insane but the following should be enough for now...)
The game follows a decision-based narrative that splits into multiple strands, often converging, diverging, and intersecting, just to form a magnificent whole at the end, just like the beautiful weaves of fate. The actions and decisions made by each member of the cohort will affect the choices and outcomes of other players in the cohort; this is the essence of True Multiplayer. At the beginning of the game, there will be some high-paced interactive action cutscenes involving all members of the cohort. Yes, just like the start of most action story games these days, but make it TRUE MULTIPLAYER. The scene starts with all members of the cohort in the same place... talking and doing things. They may decide their roles and voiced their objections in the same cutscenes. Then players will have their own individual interactive cutscenes too, where they work on their role. Sometimes the players work by pairs. Sometimes three players have the same cutscene but the remaining two have different ones. Sometimes 4 players have same one is different. For the best parts of the story, everyone is involved in the same cutscene. If a player suddenly went offline, their actions will be automatically controlled by a good bot, while still taking their appearance. Failure to interact in the cutscene will not fail the entire group, it would merely delay it a little. Like 5 second response window, no response, then cutscene continues as if there's good response.
After the initial high-paced introduction in the form of interactive true multiplayer cutscenes, the cohort will once again divide their roles. The role division thingy will occur several times in various ways at different points in the game. But for this part, they will divide the main story into 5 different main quests. Some quests requires the entire group to work together. Some quests requires a number of people to work together. Most of the divided main quests are solo quests, but other members can help each other to do the solo quests more easily. I'm thinking that each player will rule a different kingdom in the world as part of their main quest. Thus, the world is divided into 5 kingdoms, at least, after the initial cutscenes.
There are some extremely important points in the story where the players must discuss and make decisions together to proceed smoothly. I mean, a player can still proceed on their main quest without consulting the other players in their cohort, BUT DOING SO MIGHT INEVITABLY MAKE THEM AN ENEMY OF ANOTHER KINGDOM, which is ruled by another player. Of course, of course!!! Who needs friends, WHEN YOU CAN HAVE ENEMIES?! One of the important parts of a True Multiplayer game is its flexibility when it comes to relationships between players. The players may choose to become friends, allies, lovers, or ENEMIES depending on their choices in the story. Those who don't read or ignore the story are cooked, they will find themselves in conflict with their cohort. Not necessarily, there is always a story summary that can be accessed anytime by any players involved in the story. So they can skip the dialogues as much as they want as long as they still read the story summary. When making important decisions and they're too impatient to wait for their cohort members to be online, they can easily consult one of the important NPCs in their kingdom, which can give them a general idea of what might be the consequences of each choices.
Aside from that, this game follows the standard rpg level up and equipment growth mechanic. When starting a game, there's an option to play with friends you know instead of getting a random cohort. But this option is in a smaller button than the button of playing with random cohort. There's also a button to play solo, but this option is in the side and much smaller than other buttons in the main menu. When playing solo, it's a purely offline experience where you can't invite players or guests to your world and you have to do everything by yourself. There are more NPCs than usual too. Most players would only choose it for testing things and choices that they wouldn't dare do in the multiplayer world.
Let's say there are 12 progress milestones in the game that can be achieved by reaching enough progress in the main quest across all stories. After unlocking each progress milestone, they'll be able to unlock a new feature of the game. For example, when they unlock the first milestone, cohort members can now kick other cohort members as long as there's at least 80% majority vote. They can also leave the cohort using a special NPC if they don't like their members, but they might have to compensate the rest of the cohort depending on the judgement of the NPCs. For example, if the game detects that most of your cohort members have spent more time and activity than you, while their chats and messages are well-behaved, then you will have to compensate them a lot for leaving the cohort.
People who leave their cohort or gets kicked becomes stray guests. After first milestone, players can accept guests but only the stray guests. These stray guests can visit random worlds or specific worlds (by using world code), where they can help other cohorts by trading with them and doing chores for them. If they help at least a minimum of 3 days, then they can apply to become part of the cohort. If at least 80% of the cohort agrees, then they'll officially become part of the cohort. However, if a stray guest is too impatient, they can simply do matchmaking with other strays where all of them would start in a world after the first milestone, where their choices from the previous worlds will carry on. It will be an asynchronous matchmaking so they can do other things and visit other worlds while waiting for a match. There, they would play with other strays, it begins with a passive cutscene summarizing the story so far based on the choices everyone made. There will be extra NPCs in this world that would love to interact with their story of being a ragtag group of exiles.
When a member of a cohort goes offline for 3 days, they'll be automatically kicked by the game unless the other members choose for them to stay, hoping that they'll return someday. If at least 50% members agrees to wait for them, ignoring the no votes, then the cohort member won't be kicked. Alternatively, those who don't want to play the game for a while can choose to take a one week break in the game by interacting with a game npc. They won't be kicked by anyone but it would cost them a lot of in-game resources, resources which will be automatically distributed to other online active players over the course of the week.
After unlocking the second milestone, players will be able to become normal guests and accept normal guests in their game. Normal guests are players from other worlds, but they cannot help with the important quests in the world they are visiting. They can still help by helping them gather resources, trading materials, and helping the cohort with the side quests just like the stray guests. However, if a player uses a lot of their gaming time being a guest to other people's worlds, then they would receive an optional secret quest where they can choose to betray their cohort and join another one without warning. This will bypass the rules of leaving a cohort, but if they're caught by any member of their cohort then their cohort will decide their punishment, where the cohort can even confiscate all their belongings as compensation, with the one who reported and caught the member receiving the greatest share.
Because of the differing seeds for each world, some worlds have an abundance of specific resources compared to other worlds, while some worlds are extremely lacking of specific resources compared to other worlds. Thus, people can trade and negotiate with other worlds as a guest.
After unlocking the third progress milestone, players can join Havona, the world that serves as a commerce hub to hundreds of players. There are different players depending on the server. If you're in the Asia server for example, then you will find asian players there. Likewise, the server you choose at the beginning will determine what region the members of your original cohort can belong in. In Havona, there is an offline auction system as well as an active and special auction for special items. This special auction is only active twice per week at opposite time periods, and it has many instances across multiple servers. Players need to attend the special auction to bid for the powerful items there. As for the offline auction system, they can just place any low class item they have in an automated auction interface, then wait others to bid for it. There's a buy now price and bid price which is lower. Players can buy items from the offline auction by having the highest bid or buying it at the buyout price to waste no time. Players can set stores across Havona, with a maximum of one store per cohort. However, the amount of things they can sell there are limited compared to trading in their own world or other people's world.
However, after the third progress milestone, there is now a risk in visiting other player's world as a guest. Now you can also rob other third milestone players' kingdoms as a guest, or be ambushed and robbed by an entire cohort that finished the third milestone. Thus, third milestone players need to be careful in visiting other worlds unless they come with their cohort or confident in beating other cohorts. Professional merchants can buy a Havona Trading License for an expensive fee, which can be paid by either a lot of in-game resources or real life money as part of in-game purchases. Those with this license will receive free havona guards protecting their resources from being robbed in their world. But if a licensed merchant got reported by a player for ambushing and robbing them, not only they will prematurely lose their license, the havona guards in their territory will attack them, and they will have a bounty on their head placed by Havona, so they will be attacked by havona guards for stepping foot in Havona. If they visit the worlds of other cohorts as a guest, the cohorts can attack them to claim the bounty for themselves.
Additionally, players in third progress milestone can't leave the world of other cohorts so easily as a guest. Leaving now requires two way confirmation from both sides. However, let's say that a robber wants to leave the world after robbing the cohort as a guest, unless the cohort gives them permission to leave, they can't teleport back to their world. One way they can leave is by talking to a far away npc and paying them a bribe to let them leave, but the cohort also know this trick and they know where the npc is located. Another way to leave is by beating the entire cohort and robbing them of the key to leave. Likewise, if you're being ambushed by an entire cohort, you can't leave easily either without their permission unless you beat them up or find the NPC.
An experimental social game in its early stages of development, a prototype. The aim is to simulate economic warfare and information warfare, to incentivize the development of negotiation skills and measure it.
There are three groups of players. All players will receive a tag or a pin that needs to be shown on their chest at all times, showing their player number. Some player numbers are styled differently than others, these are the numbers given to selected group leaders. The gamemaster has a list of roles, goals, and information assigned to each player number. This list will be publicized when the game ends.
Each group will select a leader. The leader will privately receive the unique goal of the group, which they can share to their members. Every member of the group will also privately receive their own individual goals. A leader does not have an individual goal. Every person will also receive some information that may or may not be useful to them, along with equal amounts of unique currency that they can trade to other people. However, the leaders of the group will receive more currency than the members, and they can use this currency to reward members, trade with them, trade with other groups, trade with players from other groups, or buy something from the gamemaster. That's right, the gamemaster isn't just an idle spectator or rule enforcer. They can accept currency to give players important tips or information. They can accept information to trade for other information or currency.
For the goals of the group... A group may need to convert a lot of members to their side, such that their group size becomes equal or more than both sides combined. A group may need to accumulate a lot of currency, such that their currency total across all their members is equal or more than both groups combined. A group may need to learn some secret information that can only be found by combining the fragments of information from all groups and some players. A group may need to prevent other groups from winning before the time limit ends.
As for the individual goals of each player... One may need to find one specific information that only one player among three groups knows. One may need to accumulate a lot of currency. One may need to convince other players to join their group. One may need to betray their own group and join others. One may need to become a spy to another group without being caught. One may need to prevent 2 designated players from meeting their individual goals. One may have more than one winning conditions to choose from. And many other goals. There are many winners possible in this game. There's only one group that can win, but all players who have successfully finished their individual goals before the time limit also wins. Players may or may not share their individual goals with the leader. The leader may or may not share the group goal with their members, they may share it to only trusted few, they may deceive their members with a fake goal, or they may choose to withheld it entirely and just choosing to command them instead.
Freedom of trade, freedom of speech, deception, and betrayal are acceptable in this game, even secretly encouraged. Leaders are also given a limited amount of very sensitive and small voice recording devices, which amount equals to half their group members. They can distribute these devices to any members they want, trade them with other players and groups, or even hoard it all for themselves for later use. They can use these devices however they want, as long as they return it at the end of the game in good condition. Planting the device is discouraged, it's not strong enough to hear from moderate distance. It's more than enough to just place it in one's pockets, it's perfect for listening in close distances at 1-2 meters. It's best used for validating information and sharing information, not remote surveillance.
Players can also temporarily rent another voice recording device from the gamemaster by paying with their own currency. Those who use their imagination a little will understand the importance of these devices. Blackmail, stealing, assault, and other evil things are not allowed in this game, just like in other games. Those who do it will be permanently banned from this game and punished by law.
Those who want to become a spy for another group must first talk with the gamemaster privately during the game but those who have their individual goal as a spy don't need to do so. A group leader can spend a certain large amount of currency to the gamemaster to determine if a member in their group is a spy. If they are correct, that member will automatically lose their individual goal and the group leader will gain their currency back. That poor member will also be summoned and informed by the gamemaster, where the group leader can lawfully take 2/3 of their assets as reparations, the member's choice, rounded up to the highest. Leaders can kick any members they want and members who are exiled needs to join a group before the game ends or they will be disqualified. Even if they succeed on their individual goals, they can't claim the win for it because they're disqualified. Groups whose size is less than half their original when the game ends will be disqualified along with its members, all disqualified members can't claim the win for their individual goals. If only one group remains, and all the other groups are disqualified, then they can claim the win for group mission automatically even if they haven't completed the group goal given to them. If a player joined another group as a spy, and that group wins, they fail both their group mission and individual mission.
At the end of the game, the group winner and individual winners will be announced and the list containing the roles and goals of each player number will be publicized. Leaders who complete their group mission will receive extra prize. Likewise, members who complete both their group and individual mission will receive extra prize. Other members who only won either group or individual missions will receive normal prize. Those who displayed exceptional talent would given generous recruitment offers. Game mechanics that seem ineffective will be replaced or optimized.
A random boy got isekaied and transported into a fantasy world, they found themselves standing in the middle of the imperial plaza, where many people go on and about, many carriages moving here and there. They must talk and interact with the residents without knowing their language. Will they be able to gain enough information and power to return to their world?
The main character is autistic so the only responses in the beginning interactions with the NPCs are: (Nod) (Tilt head) (Shake head) (Walk away)
There's food bar and energy bar. The energy bar drains the more they interact with other people. The energy bar drains faster if the environment is too loud or crowded. The energy bar drains faster if the food bar is empty. The player needs to find and eat food to restore their food bar which slowly drains throughout the day. There's also a currency thing, player can buy food and stuff in various shops and merchants using it.
Since the NPCs are speaking a different language, their dialogue would not be in English. It would be using a unique game language. Thus, the player can only rely on the context clues, body language, and facial expressions of the NPCs to understand them, and they'll never be able to predict the the consequences of their choices
When energy bar is depleted, there would be changes in the screen. The look of the NPCs would become empty silhouettes without any faces or distinguishing features. The character's movement would be slow and sluggish. And the players will have 10 seconds to find the nearest place to rest their character. If the 10 seconds is over, the character will automatically sit down on the ground and try to take a sitting nap regardless where they are. When this happens in a crowded place, there's a 90% chance that an imperial officer will handcuff them and jail them. 10% chance nothing happens, but they wake up with only half energy bar left.
If they rest on a dark empty place, they'll wake up with 70% energy bar. But if they have enough money to rest in an inn or if they have enough connections to rest in someone's house, then they'll wake up with 100% energy bar. The player can rest anytime they want to refill their energy bar.
There are random events in the game; positive, negative, neutral, and narrative events. Neutral events are events where outcomes can be good or bad depending on the player's choice. Positive events are events where there are often good outcomes. Negative events are events where there are often bad outcomes. Narrative events happen if the player has explored enough of a place or gained enough information to proceed to the next part of the story. Neutral events are most common. Negative events are more common when the player chooses to wander and interact with NPCs at night.
Some positive events include: a child walks up to them, talks to them, and gives them food for no reason. A weirdo approaches them and accidentally gives them helpful information. Some negative events include: a thief stealing their food after talking to them. A conman takes advantage of their ignorance and takes their money. Some neutral events include: a random person talking to them about normal things, helping them if they respond correctly. A fancy scholar asking them questions and debating with them, helping them if they respond correctly.
The main theme of this game is suffering and suffering. But the background music are happy and excited childish stuff. The narrative progresses as follows: The player tries their hardest to find food and interact with NPCs. No one's giving them food, the few food they get are a little moldy and decreases their energy bar. They enter various establishments to awkwardly interact with people there. People make fun of them, their energy bar completely drains. They rest somehere on the ground. A nice couple who are nobles invites them to their place to adopt them. If the player agrees, they end up being sold as a slave so they are in slave jail. They escape the slave jail, but an imperial officer catches them and they end up in imperial prison. If they disagree to the invitation, an imperial officer will one day wake them up from their rest and bring them to imperial prison.
They interact with their fellow inmates who noticed that they can't understand their language and the inmates teach them some stuff. After a while, they help the inmates plan to escape the prison. On the day of escape, the forces of another country attacked the imperial city, killing their fellow inmates and injuring them, they're the only ones left alive. And so begins the player's journey to nowhere, approaching and talking to strangers on the way, getting stronger everytime they get close to death.
Eventually, they end up becoming the world's most powerful and influential information broker, as well as the leader of the most prominent information guild, someone who buys and sells information to people.
There's a leveling up system. The more people they talk to, the higher their level becomes. When they level up, they gain dialogue points. They can use the dialogue points to buy new dialogues which they can use to have more ways to respond and interact with others. When they progress the story, they gain story points. They can use story points to buy skills. There are many skills to choose from, and skills can evolve when they are bought further from the skill tree. For example, one of the fully evolved skills can help them translate the dialogues of the NPCs to English language once per day. Another skill would allow them to bring a companion with them and help them with interactions with others, though they'll have more food bars to maintain.
A real life casino where you can use your crypto currencies to buy chips and play crypto games to earn money. It's probably been already made by others, but I'll write it anyway.
There are multiple trading booths where one can make trades. For example, there's the BTC trading game. In this game, there are four large monitors hanging on the wall. They show BTC chart in 1 minute, 5 minute, 15 minute, and 1 hour timeframe. I originally planned to have only 3 monitors at first but then I realized that I always use all timeframes to make a trade, including 3 minute and monthly timeframe. So it would be unfair if they only have 3 timeframes to work with. The monitors can be arranged depending on feedback, but for the first arrangement, I'd like the monitors to be arranged like a cross, such that 1h timeframe to at the top, 15m timeframe to the middle left, 5m timeframe to the middle right, and 1m timeframe to the bottom.
Below and in front of the monitors, there are five control panels spaced evenly so multiple players can play at the same time. They're shaped like thin slices of squares placed vertically, around 1/5 or 2/5 thin, something like 4x2x4 ft. Thinking about specific numbers and directions really stress me out. Anyway on this control panels are buttons and in front of it are holes for inserting your chips. The amount of credits you'll get depends on the chips you inserted. The control panel has a screen inside it. It's called the control screen.
There's the start button, triangle shaped, with instructions beside it to press it with your thumb so it can scan your fingerprint and associate your credits with your fingerprint. "Player X started" will show on the control screen whenever it is pressed while there's credits. "Please insert chips" will show on the control screen whenever it's pressed without credits. The control panels are labeled as player 1, player 2, and so on until player 5. There are 4 directional triangles opposite each other. Left triangle moves left, right moves right, up increase amount, down decrease amount. This is so you can change how many leverage or credits you want to use for a trade. You can quickly change these settings using the 4 triangles and the control screen.
Pressing green circle button will give you a market position long. It will show a green horizontal line throughout all 4 monitors above showing you your Player Number and PnL. Pressing the red circle button will give you a market position short. Likewise, it will show a red horizontal line throughout all 4 monitors above showing you your Player Number and PnL. You can see a more detailed entry of your position in the control screen. Pressing the orange square button will close your position at current market price. Pressing the white button will give you a stop loss at entry, adjusted to include fees and 7% casino fee of your profits, such that your remaining balance would be the same as before. Pressing the black button will exit the game, where all your profits including your remaining balance will be automatically withdrawn as winning chips. You can exchange these winning chips for money, rewards, or more playing chips. If you didn't make any profit, the remaining credit balance cannot be withdrawn, as stated in the tutorial, but they'll remain in your fingerprint account. Use the same fingerprint again and you can start playing with your previous credits without inserting any chips.
After making a position, pressing the down triangle will show on the control screen "Do you want to create a new position?" then you have to press right triangle and press start to select "Yes". After that, you can start a new position. Only a maximum of 3 positions are allowed per control panel.
A good decentralized platform will be used for the trading game. After the pressing the start button, you can choose to accept the quick tutorial by pressing start again, or you can press the left or right triangle arrow first then press start to skip the tutorial. You can always see the tutorial again in your control screen by pressing the question mark button. The tutorial will show you how to use the buttons and give you a video example of how to play. Furthermore, it will show some disclaimers and agreement about how the remaining balance can't be withdrawn if you didn't profit, but you can still back down now. If you press the black button, you'll get your playing chips back immediately as it was before. If you press start, the game will proceed, no takesies backsies. If you fail to decide within 10 seconds, the game will proceed too.
There are three other trading booths like this one. The next two are popular cryptocurrencies with top 2 and top 3 trading volume. The last one is a random cryptocurrency from the top 4 to top 10 volume. This cryptocurrency would randomly change everyday. When the day is about to end, assuming that the casino isn't open for 24 hours yet, then there will be a warning announcement from the casino stating that all positions would be automatically closed at the casino's closing time, so all players should prepare to leave.
There are many other crypto games throughout the casino, but they won't be as detailed or complex as this one. There's the mining minigame, similar to the hardest minigame in Danganronpa v3, where players must eliminate changing blocks to win. Many other popular casino games are there too, like poker, roulette, baccarat, bingo, etc. The same rules apply: only winning chips can be exchanged with money, playing chips can only be used to play, winning chips can be used to play too.
The mask would be somewhat attached to the face in jointed parts such that the mask will move in response to the jaw muscles, and the mouth part of the mask will open and close upon jaw movement, allowing a person to eat and drink without problems.
It's especially important when attending underground round table gatherings, where everyone wears a mask. Gatherings without being able to eat and drink are lame anyways. Zipper masks work too but they look weird and doesn't have aesthetic appeal. Meanwhile this mask would not only, preserve both privacy and anonymity, they'll also guarantee the aesthetic appeal of the wearer.
Now that I think about it, this mask would also show mouth movements when you're speaking, allowing lip reading. Which is a good thing, it's difficult to understand people when they're speaking with a mask.
As an additional feature, the mask would be equipped with advanced air filtration technology creatively incorporated into the customized design, such that no one would ever notice that you're actually wearing a gas mask and immune to all forms of gas poisoning.
Of course, it's important not to open your mouth when there's lot of smoke and toxic gases around. Fortunately, the mask is automatically sealed when its been closed 5 seconds and it would take a full second of intentional jaw movement to unseal it again for eating, drinking, and talking.
There's a hidden mechanism below the mask so if you press it secretly using the thinking pose, you wouldn't be able to unseal the mask manually again unless you press the hidden mechanism again in some way. This is helpful if you don't want fo eat or drink their poison by pretending that you can't open the mask. Though they'll see the bluff if you went to the gathering with the mask unsealed in the first place.
Naturally, the mask is bulletproof as well.
A highly creative single player roguelike game that aims to simulate the repetitiveness of daily life and the unpredictability of life.
The players shall be in the shoes of an unemployed loner who lives alone with no friends or family. However, their actions and choices can change this situation for better or for worse.
Each match is one day. When the day ends because the time is over or the player lost, then the match is over. If the match ended terribly, the next day will start with some debuffs. If the match ended well, then the next match will start with some buffs and perks. Hmm thinking of the core gameplay loop here is actually a lil bit hard. Random bullsheep, go!
Let's start with waking up. Waking up is one of the hardest parts of the game. It involves a random minigame about a typical generic roguelike. Y'know, open field, a square mc, collecting lots of scattered circles, while avoiding or fighting triangles, getting upgrades, etc. Except our mc is uhh.. do we need a character creation or character selection screen? Let's go with a specific character from the start and tutorial, then after they finish the tutorial, they can select and unlock characters as they progress, and if they completed the game, they unlock character creation and sharing screen. The art style appears as a 16-bit pixelated game in my imagination, how weird. Anyway, that minigame is actually their dream. So it's random and can appear to be something like a bonus level, a cool level, a level where they become ultra powerful, a super weird level, a mysterious level somehow related to the plot and foreshadows something, etc.
So your character have at least two forms. The minigame form which is smaller and the main game form. But I have no idea what the main game would be. After that minigame, you're supposed to wake up. If you take too long, your alarm would wake you up. If you wake up before your alarm, there's a bonus. If you got very unlucky with the minigame, your character would forget the alarm and you'll wake up late, which gives a debuff.
There are many areas in this game. There's the home area, outdoor area, park area, mall area, library area, hospital area, workplace area, and some mysterious areas. However, the mall area and library area, aren't that necessary, so they'll be included in the next major updates instead. Every area gives different upgrade choices and unique random encounters befitting a roguelike game. Ugh why am I imagining this as a 2d platformer adventure game or rpgmaker game?
Because it's a life simulator, naturally there'll be some form of "needs" you need to maintain to keep the match going. Hm let's make it energy. The home area gives a lot of energy while other areas drain energy... unless you pick some helpful upgrades. As for other needs.. let's make it "motivation". You need both energy and motivation to do stuff. Run out of energy and the day will end. Run out of motivation and your energy would drain faster. You can get more motivation by choosing specific upgrades, doing specific activities, or making progress on the plot.
Yes... there's secretly a plot. And it would unravel the more matches you play and the more areas you explore. It would take a very long time though.
Death? Indeed, death is always present in a life simulator game but it's rare to come by. If you perform extremely terribly for 12 matches in a row, then your 13th match will determine whether your character lives or die. It will be a special match with lots of new things. If your character dies, you'll reset the story from the very beginning.. or will you? Perhaps dying is actually part of the plot and dying once is necessary to finish the entire story, who knows?
Making it 1 day = 1 match doesn't seem like a good idea coz it'll take thousands of days for the character to age. Maybe we can make it 1 match = 1 month in age even though it appears as if it's just a day's length.
Maybe someday, I'll create my own Fanganronpa too. Let's see. The characters would be:
WAIT WHAT IF?!! I JUST MAKE IT SO PEOPLE CAN CHOOSE THE CHARACTERS THEY WANT TO PLAY!!
WHAT IF.. I MAKE THE SAME STORY for all characters, but just different perspectives and dialogue?! Then I'll make an alternate ending for each character depending on their choice but the TRUE PROTAGONIST gets THREE POSSIBLE endings!
However, the player must guess who the true protagonist is and actually play them. Who knows, they might choose a character who would die before even the first class trial!
Now this is crazy. The game has now 15 replayabilities! 2 endings each, so make it 30! But the protagonist has 3 so make it 31!!
Thus, they'll need to play the game for at least 100 hours to see all endings!
I just had a really kind and lovely idea! The true main character is actually one of the characters who died early on and whose run ended early. So the players would think they're not the main character. But if they find the alternate ending of the longest surviving character, they'll see that one character didn't actually die. So they'll have to play that one character again! Thus, that true main character must be played twice. Other characters, if you play twice, will only repeat the game. But the second playthrough of the true main character will show them the TRUTH!!!
You don't really need to reach the alternate ending. Just seeing that the main ending of the longest surviving character is death.. and the last thing they hear is the faint voice and silhouette of another classmate when everyone else was supposed to be dead. Except the alternate ending won't just show the silhouette, it would give MORE DETAILS!!
I'll make it easier for them. For those who have finished a run with all characters, the true main character's icon will start to glow. It's for those who were too dumb to get the hint
The true mc is actually the third victim, the one who died after the first class trial.
WAIT.. WHAT IF?!! One of the true protagonist' ending actually shows the protagonist being the hidden mastermind of it all... instead of being a hero and victim that the main endings portray them to be
Imagine if every ending contains a clue to the true protagonist's third ending. When the player collects all 30 clues and enters the secret room.. they shall be even more confused by the truth!!
A cross-platform text-based CYOA rpg game.
What if? I create a closed-source CYOA adventure where people can freely use as many community mods they want to add in the game within the game itself, but those who want to create these Custom Routes must pay $2 for the lifetime creator pass, which will also provide other fun incentives?
WITH THIS I HAVE BUILT THE INFINITE STORY, A STORY WITH UNLIMITED AUTHORS AND ENDLESS SEASONS, A STORY THAT NEVER ENDS, CHARACTERS THAT'LL NEVER BE FORGOTTEN, ACROSS ALL ETERNITY AND BEYOND!!
I think CYOA adaptations of pre-existing popular stories tend to be more awesome than a newly created story. They're even cooler if they're multi-genres or choose your own genres, with romance and hot scenes being completely optional.
So I'll simply adapt popular stories made by kind authors who want publicity and popularity more than royalties.
Of course, its main genres should be action, comedy, and adventure. But the players can choose to play the horror subplot, romance subplot, thriller subplot, and others.
Then players with the Creator Pass can make Custom Routes that branches out from the main story, from another story, or create an entirely new story by themselves that far surpasses the main story. They can use these Custom Routes to create POV Stories from other character's perspectives in the main story and other stories too. Unlike traditional CYOA games, storytellers in this game can choose to add images in any scene they want, they can make it so the choices would be an image instead of words too. However, there's a limit to the total size of images one can upload in a single account with lifetime creator pass. If they want to increase their limit and add more images, then they have to purchase the... LIFETIME ULTIMATE STORYTELLER PASS for $10! If they have already purchased the lifetime creator pass, then they can upgrade to the Ultimate Storyteller Pass with a discount.
(However, the uploading of images and the ultimate storyteller pass shall only be added in the 2.0 update, so the players can get used to the charms of a purely text-based game first. ASCII arts however, are always allowed.)
The Story Creator Engine shall be extremely simple and user-friendly, with additional settings and options for expert storytellers. It shall utilize intuitive keyboard shortcuts and mobile gestures as well intuitive features like drag and drop that lets storytellers make many detailed scenes that keeps track of every variable without needing to learn how to code. They can choose if they want to allow other players to fork their work, give comments, and private suggestions. If one of their dedicated fans decide to help a lot but don't want to publish on their own, then the dedicated fan can fork or request fork (depending on storyteller settings), add improvements and changes, then request merge to the author, in which the author can review their work, selecting the improvements and additions they want to add in the game.
Thus, those who want to create their own CYOA games and become popular can do so without being a game developer or experienced author.
Obviously, there's a built-in save system and autosaves, but because the title is "Infinite Verse", there's no limits to amount of saves. People can even create different categories of their saves. However, storytellers can choose to remove the saving system or replace it with a checkpoint system in the stories they made.
Naturally, the entire main story already works offline after installation, and other Custom Routes will be immediately downloaded once played, making them offline too. The players can choose to delete their downloaded stories anytime if they're done with it.
Unfortunately, we'll have moderate the game from time to time and add several automod rules to prevent destructive and obstructive behaviors from ruining the community.
Many Custom Routes can be overlayed and used with one another as long as they do not conflict with each other. If a Custom Route is an in-depth branch of the Main Story Chapter 3 - Knight Route, then you can't enable another Custom Route that also extends the same branch. However, if the Custom Route is an enhancement or extension of another Custom Route like "Main Story Chapter 3 - Knight Route Enhanced & Extended" then it can be used at the same time.
The published Custom Routes can be liked, favorited, and given reviews by other players but only if they have played it and made at least 15 minutes of progress in the game or actually finished the game.
Let's add a social media style profiles to the players. But those who bought the lifetime pass have cooler profile frames, about me, banners, and custom designs. People can click on the author's profile picture and see their profile. Thus, they'll be able to browse their posts and creations. Until update 2.0, no images are to be allowed yet. However, making polls and posting mini CYOA stories within the post themselves shall be allowed. Of course, only those with the pass can use insert mini CYOA games within their posts. Players who want to see more of the storyteller can "follow" them in-game so they'll receive any updates and posts from them directly on their feed. There'll be no algorithms here, if you follow no one, then your feed would be empty. However, the Search Bar itself can be filtered to search for authors and post content instead of Custom Routes.
Likewise, storytellers shall have the ability to upload decision tree layouts and presets too so noobs can just pick one and tell their story through it without having to start everything from scratch! So instead of worrying where they'll place their plot twist, they'll just add the "big plot twist decision tree" from the community presets and fill it with their story!
Hmm this doesn't seem to be enough. Players don't have to be mathematicians to have a working stats system. Thus, expert storytellers can upload their mathematically balanced stats system so the noobs can choose how their characters would grow. Maybe you want the Classic D&D stats system. Perhaps another player wants the JoJo stats system. Or maybe your father prefers the Xianxia Cultivation stats system. So they can just pick from the community presets instead of trying to create their own. In both decision tree layouts and stats systems, the storytellers can insert a small guide inside so the noobs will know how they work. In the beginning, there will not be any decision tree layouts or stats systems, so our organization shall upload some helpful decision tree layouts as well as the stat system that's used in the main story. Of course, forking and merging rules apply in these things too.
Hm I'm feeling very evil today. So I'll raise the Lifetime Creator Pass fee to $3! HAHAHAHAHAHAHAHAHA!! LOOK AT ME, I'M A CORPORATE VILLAIN NOW!
Imagine. The original game developers have already died centuries ago. But the story keeps going. Someone publishes a new Custom Route titled "Main Story Season 2108 by StoryGod". Immediately, its amount of players, likes, and favorites rises to the tops. Thus, it quickly reaches the front page. There are hundreds of other stories titled "Main Story Season 2108". But only the one made by StoryGod reaches the highest amount of likes and favorites. The only one that reaches the front page. Thus, it becomes CANON.
The story continues.
IMAGINE SOMEONE MAKES A HUNDRED THOUSAND WORD ALT STORY showing you controlling the POV OF A MINOR CHARACTER, the Cabbage Seller, to be the one who who was the true mastermind all along!! I'll definitely play that mod!
Imagine controlling the character of the Final Boss!! You were living your normal life until a chain of events dragged you that you ended up fighting the protagonist!