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random missons

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A member registered 41 days ago

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That’s a fair question, and I think part of the confusion is on my side, so let me clarify.

Right now, Random Missions is not asking for financial support in the traditional sense,

and it’s not positioned as “other people make games for us”.

At this stage, I’m building and testing the format myself:

very small, experimental micro-missions and a simple system around them.

No one is being asked to contribute content or labor.

When I mention “support”, I mean two things:

– moral support as in feedback, criticism, and reality checks

– and eventually, if the experiment shows promise, guidance on where this could go next

There is no business model, funding ask, or expectation of developers contributing work.

If this ever moves forward, it would only make sense if developers opt in

because the format provides value to them — not the other way around.

So for now, “who are we?” is simply:

me, experimenting with a different way to prototype and experience game discovery,

and asking whether this idea is even worth pursuing.

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.

Thank you for taking the time to write this—these are valid criticisms.

You are absolutely right that most players come to game sites with a specific purpose:

they are looking for a specific genre, tag, or experience, and traditional stores are designed for that.

Random Missions wasn't designed to change that behavior.

What I'm exploring is a very different moment:

the "I don't know what to play" or "surprise me" situation.

Not as the primary way people play games, but as an optional layer of discovery.

About the video—I agree.

It's not a game preview, nor is it intended to be.

It was just a quick mood test, and clearly it doesn't convey the idea well.

The next step is not videos, but a small playable demo.

Regarding "how are these games made?":

The idea is not for Random Missions to make full games,

but to host extremely small, independent playable missions created as experiments —

similar to game marathons or micro-prototypes.

And saying "let's do this together" doesn't mean handing over the concept.

It means opening the format for discussion, feedback, and eventually submissions if the idea is found interesting

Thank you for taking the time to write this—these are valid criticisms.

You are absolutely right that most players come to game sites with a specific purpose:

they are looking for a specific genre, tag, or experience, and traditional stores are designed for that.

Random Missions wasn't designed to change that behavior.

What I'm exploring is a very different moment:

the "I don't know what to play" or "surprise me" situation.

Not as the primary way people play games, but as an optional layer of discovery.

About the video—I agree.

It's not a game preview, nor is it intended to be.

It was just a quick mood test, and clearly it doesn't convey the idea well.

The next step is not videos, but a small playable demo.

Regarding "how are these games made?":

The idea is not for Random Missions to make full games,

but to host extremely small, independent playable missions created as experiments —

similar to game marathons or micro-prototypes.

And saying "let's do this together" doesn't mean handing over the concept.

It means opening the format for discussion, feedback, and eventually submissions if the idea is found interesting

That’s a fair point, and I agree with you on the surface.

The difference I’m trying to explore isn’t “random game selection” as a utility,

but random playable moments as a discovery format.

Instead of:

– picking a full game at random

– or browsing with filters first

The idea is:

– extremely short, self-contained missions

– no context, no store page, no genre choice upfront

– you discover the feel before the title

Think of it less as a better random selector,

and more as a shift from “choosing games” to “being thrown into play”.

Your point about parameters is actually interesting —

filters might exist later, but I’m intentionally starting without them

to test whether pure randomness creates curiosity or friction.

Also yeah 😄 the short film was AI-generated, just a quick mood experiment, not the core of the project.

Hello, good day

We are bringing a new trend to the game promotion world

A game where players can play for free and don't know what will happen next

We are also here with a platform where game developers can showcase their games

We need financial and moral support, we sincerely hope you will support us

Hello, good day, and welcome to the world of random games.

Today, I want to introduce a concept that aims to bring a fresh breath of air to the gaming world.

Normally, when you want to play a new game for the first time, you need to follow its release or wait for a discount.

But here, you don’t choose the game — the game is chosen for you.

In this world, every task is random.

You never know which game you will play next.

You never know what the next mission will be.

This project introduces a new perspective on game discovery:

a gaming experience where surprise and unpredictability are at the center.

Let’s bring this project to life together.

See you in the next task.


https://youtube.com/shorts/zJfFQC_Wf4Q?feature=share

https://lovable.dev/projects/69679c18-138a-46f1-81e3-58ab46a339a2

Hello, good day.

Random tasks

This brings a breath of fresh air to the gaming world.

While players play with curiosity about what the next task will be,

game companies will also turn to this platform to promote their games.

I believe my project will have a tremendous impact on the global gaming world.

itch.io Community » General » Game Jams · Created a new topic RANDOM MİSSONS

https://youtube.com/shorts/zJfFQC_Wf4Q?feature=share

Hello, good day, and welcome to the world of random games.

Today, I want to introduce a concept that aims to bring a fresh breath of air to the gaming world.

Normally, when you want to play a new game for the first time, you need to follow its release or wait for a discount.

But here, you don’t choose the game — the game is chosen for you.

In this world, every task is random.

You never know which game you will play next.

You never know what the next mission will be.

This project introduces a new perspective on game discovery:

a gaming experience where surprise and unpredictability are at the center.

Let’s bring this project to life together.

See you in the next task.

random missons


Hello, good day.

Random tasks

This brings a breath of fresh air to the gaming world.

While players play with curiosity about what the next task will be,

game companies will also turn to this platform to promote their games.

I believe my project will have a tremendous impact on the global gaming world.

Hello, good day, and welcome to the world of random games.

Today, I want to introduce a concept that aims to bring a fresh breath of air to the gaming world.

Normally, when you want to play a new game for the first time, you need to follow its release or wait for a discount.

But here, you don’t choose the game — the game is chosen for you.

In this world, every task is random.

You never know which game you will play next.

You never know what the next mission will be.

This project introduces a new perspective on game discovery:

a gaming experience where surprise and unpredictability are at the center.

Let’s bring this project to life together.

See you in the next task.

https://youtube.com/shorts/zJfFQC_Wf4Q?feature=share