I'm part of a little italian indie team (me and other 2 guys) and we started thinking of a game idea 2 months ago. We have just completed our "first round" of the brainstorming and (I think) estabilished a base where our game will be built. I'd like to listen to some feedback from other people so I'm sure that our design has no significant and big flaws that we haven't found and/or thought of.
(Before going deep into the design specifics, I apologise for my poor english, I'll try by best).
Core concept
The core concept of the game will be how we (gamers) are willing to give away our control freedom in order to pursue a goal. The game will set from the beginning a goal, and to pursue this goal the player has to make as less mistakes as possible: the more mistakes/time loss, the more the player will be punished both in the gameplay side, both in the narrative/story side (and so far, that's what every game does, but there is a twist in the design, described later, that will add more meaning to this).
To keep describing the game idea I have to introduce the main narrative theme: the player is immersed in a post-apocalyptic world (wow, a setting that no one used :wink: ): before the apocalypse the humanity were at a point where human AIs were invented, the technology had an even major presence than in today life. All over the globe you could see AIs, cyborgs, robots, etc... . After the apocalypse (not a nuclear one, the apocalypse that the player will live in is more like an anarchy one) the survivors have no limits on how much to use cyborg implants, hacking systems, lethal weapons, etc...
Core mechanics idea
So, going back to the game core mechanics, the game offers the player the opportunity to implant electronic powerups to improve his/her performance in order to complete the game in less time and mistakes. But, obviously, there is a dark side of the coin in applying these powerups: the player loses freedom.
Some powerups will just improve the strength of our avatar, and have no effects on how we behave in the world. But there are other types of powerups that directly take action to reach their prefixed goal: for example, there could be a powerup that is in charge of shooting to any threat that we (our character) encounter. This powerup is very helpful because it takes automatic aim and shoot to the enemy target, so the player feel (and is) more safe from the threats of the dangerous world. But, on the other hand, this powerup could cause collateral damage, maybe killing a survivor, or damaging a structure. So the player has to balance between getting more and more efficient, but at the same time (if he/she cares) not giving away too much freedom, otherwise there will be heavy consequences.
Story/Narrative
So, you'll be questioning: why would I care to be as much efficient as possible in the game? how does the goal impose me to not make mistakes in order to not "lose" the game?
And here comes another gameplay side of the core idea, and the basic story plot. We, (players) at the beginning of the game, will be appointed to carry a "memory chip" to a mysterious place: the game is all about reach that place and deliver that chip.
Without talking too much about the whys and hows of the story plot, in the chip there are memories of a dead person that lived before the apocalypse, and that chip deteriorates more and more with the flow of time and the damage that we (players' avatar) take. Every time that the chip is damaged, it loses a chunk/fragment of memory. The player can access the chip and live the memories of that person: so we can explore the story of that person and (hopefully for us developers) empathize with him (we decided he is a boy).
That empathy (if estabilished) is the reason for the player to reach the target place as soon as possible and with less damages as possible, because we are also told that the chip is needed to create a robot that will have the personality and memories of the owner of the memories in the chip: it's like revive a person. So, the more the chip is intact, the more the reconstruction of that person will be accurate. Losing large portions of memories of that chip means change and damage irreparably the identity of the person.
In Conclusion
So this is the core narrative element that fuel the (we hope high and significant) contrast that the player will face in the game: the game will not be that difficult, but the player will be so careful and paranoic about not making mistakes that he/she will be really tempted to implant powerups, and maybe even the ones that restrain his/her freedom.
So, for the core game idea I finished. I hope it is not too long for this section of the forum: I read the guidelines, rules and other similar threads, and maybe it could be that I have written too much (I hope not).
I'd really like to read feedback, especially I seek criticism to know if the idea has the potential to evoke in the player that sense of interior conflict, rush of time, and risk of "killing" a person with his/her actions, and what could be improved to enhance those elements.
More on Gameplay
Ehm... I just realised only this far that I have totally forgotten to mention how we imagined the gameplay could be. So, here it is:
We're sure that the game will be 2D, we're still unsure what to choose between isometric or orthographic. The first is more visually detailed and realistic, the second would be more "clear" from a control/space-visualization perspective.
About the genre, it's a a kind of adventure (heavily narrative-based game), but I have no real classification of what we want it to be, we're not designing by asking us "what is the genre that the game will be based on?".
Talking about mechanics, the only sure mechanic is hacking: the player can upgrade and use his/her hacking tools that can get into the AI/robot minds/circuits. Obviously this mechanic will be touched by the concept explained before of the powerups. The more you upgrade to automatic and more efficient hacking systems, the more you risk to destroy some parts of the brain of the AI.
We're still thinking about the possibility to introduce other mechanics: we're unsure if introduce at max another one (we're evaluating shooting, parkour, stealth, ...), or just have the hacking and spend all the design and narrative resources around that.
I'd really like to have one mechanic and explore it deeply (maybe through the design description you already understood that we're heavily influenced by that masterpiece of Undertale :) ), but it could be not that rewarding for the player and it raises various narrative questions ("why can we only hack in a post-apocalyptic world where we can do everything we want?").
Other threads
I've already posted this same thread in another forum, here is the link: http://www.indiedb.com/forum/thread/seek-criticism-for-our-game-idea.
In this one there are some replies/questions that could help understand better the idea behind this. In the future I could update with other links/threads in forums where I'll discuss about our idea. I post in different forums because we want to hear as many opinions/feedbacks/criticism as possible.