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so... your idea is that people will use your randomizer to play the levels/missions of a game, and then they will see the actual game?

But what about games with story? the game would either have a level completly out of touch to the lore of the game, or the level would spoil the lore of the game, or the level would feel completly confusing, as you have no idea what is going on.

Also, parameters, how they would work? there would be parameters to levels of 2D games, parameters for challenging levels, and smth? (please add parameters, like if I don't like puzzle games, I want to be able to avoid puzzle games, and if I can't, I may leave the randomizer - is scarily easy to leave something forever) 

And how will you get those games, will you contact game developers to make special builds of their games, with single levels, to this concept? Then you also need to prove that you have a good marketing strategy (you talk about feeling the experience before seeing the title, but I want people to know and play my title).

These are all very valid concerns, so let me try to clarify the intent more precisely.

First, the idea is NOT that players randomly play full levels from existing games and then jump into the “real” game.

That would indeed break narrative-driven games and create confusion.

The core distinction is this:

Random Missions is about micro-playable representations, not extracted story levels.

For story-heavy games, the “mission” would never be:

– a late-game level

– a narrative-critical moment

– or something that requires context

Instead, it could be:

– a standalone mechanic sandbox

– a non-narrative interaction

– or a purpose-built micro-slice that represents how the game feels, not what it explains

Think of it closer to:

a playable trailer or a game jam–style slice,

not a chopped-up piece of the main game.

Regarding parameters:

Yes — but intentionally not at the start.

The initial experiment is about pure randomness to test curiosity and friction.

If that proves frustrating (which is very possible), then soft parameters make sense:

– “avoid puzzle-heavy”

– “short & low-pressure”

– “2D / 3D”

but not hard filters that turn it back into a traditional store.

About sourcing the games:

Early on, this is not about mass onboarding.

It’s about a handful of willing developers who are already experimenting —

similar to game jams or playable prototypes.

No one would be asked to repackage a full game.

If anything, these would be:

– tiny experiments

– or purpose-made micro builds

created only if the format proves valuable.

And on marketing:

The promise isn’t “this replaces visibility.”

It’s “this creates a first contact moment.”

If someone plays 20 seconds and feels something,

they’re more likely to want to know the name than if they scrolled past a GIF.

This is very early and very uncertain by design.

Our goal here is to ensure that a portion of newly released games are played for 5 or 10 minutes.
This way, games entering the market may not have achieved the desired jump in popularity on their release dates,
but they will do so thanks to random tasks.
Our goal is simply to bring a new trend to the world of game promotion.