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RootNeg1Reality

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A member registered May 20, 2025

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My client is allowing me to open a list of concepts up for sale, but I want to be a bit selective with these ones. They are originally made for someone else so I feel a bit extra protective. I prefer to make ideas for exactly one client and fit to them alone. I hope that makes sense.

If you want to apply for the rights just send a message and I'll review your company to see if there's any strong fits. If it doesn't work out we can always talk about producing a list of concepts tailored to your team, time and budget. Thanks for understanding!

1. Dungeon Dummy. A multiplayer game about fooling hero players into thinking you have a real dungeon. You have to put "believable" amounts of coins on all the wild animals and stress test the platforms so they can hold up "realistically" while armored heroes jump around on them. Heroes are playing an entirely different RPG game and are simply looking for loot.

2. Outside. An open world dialogue based game about a psychopath pretending to have emotions, but the game is set on an alien planet where “emotions” are confusing, horrific and revolting. The story is a complex web of lies where anyone can be a friend or foe.

The theme is found family, but for people that have unusual thinking styles. The main character forces relatability due to the environment being very different. The story asks the player to take a step back and consider why they make the choices they do here on earth and how different they are willing to be. There's also some heavy themes of morality due to the subject matter.

3. Wildflowers. A fast paced physics game about being a garden. Take advantage of rain, dogs, bugs and weeds and grow in interesting ways. The garden gameplay takes place over many years and tells a story about generational trauma. The player experiences how modern habits are informed by complex issues in the past.

The story focuses not only on how things can spiral out of control, but how it's possible for them to spiral back in again. How healing can take many forms and when it's time to embrace a little chaos.

4. Double Think. A strategy game about emotional resource management for a sleeping politician. The player must gather strength to do what is right or master doublethink well enough to play their enemies against each other. The gameplay becomes narrative storytelling when the politician is awake. There the player is tasked with deciding important issues.

Rather than being a strong protagonist, the politician of this story becomes stronger as the story progresses. A character that feels like a blank slate until you breathe life into him. The game is a high stakes psychological inner view to the thinking of someone tasked with the fate of their nation.

5. Garbage Gourmet. A cooking simulator with advanced taste mechanics allowing realistic NPC reactions to meals. The game focuses on hiding trash in the food. The story draws a contrast between people of different status and explores ways we can interact and what friendship means in different life conditions.

Are you interested in punchy hooks, unusual game mechanics, viral potential, emotional impact, prototyping experimental stuff or practicing game making? I can definitely give you a sample or two if you give me some more info on your tastes and style.

Also, how many ideas are you in the market for? We can talk about a little bundle of them if you want. Just shoot me a message on discord. RootNeg1Reality

I've been thinking about shutting this down, but I haven't yet.

Thank you for making it work on my phone. Love that.

Number one, the tutorial needs some work. This isn't any idea or concept, but just advice about tutorials. You packed a lot of information in there and it's nice how detailed it is, but I think it would be better to allow players to skip it all and get to the game if they want to try. A lot of us know how discarding cards works already from other games.

Consider this. Put all the text in a menu that gives information about the game. Allow players to goof around with only the three card deck and then make a few other random stages for the tutorial. Each one introduces a basic concept that needs to be mastered before you can progress. Things like getting the full stats of an item by hovering over it (or as I learned on my own, long pressing the card). Give them multiple cards that all look mostly or even actually the same, but have important information hidden in the full description. Have the game punish them with a tutorial pop-up only if they fail to get the right card.

If the player is really lost and confused, they will have the text in the menu to fall back on.

Number two, right now my first impression is to wonder why I'm playing a old game (I understand it's under active development, but I wouldn't have know that if you didn't link me to it). It looks like it's from 25 years ago and this isn't addressed in the game from what I've seen or even in the game page. I'm not saying there's anything wrong with 25 year old style games, but it puts a question mark in my mind.

Consider adding some flavor text or unusual graphics that hint at the game being based on that style, but with a modern take. Then the question mark becomes a hook. "Does that zombie have a smartphone or a magic book with icons?" Is a lot more interesting than "why is this game old looking?"

Number three, speaking of a modern take, consider showing the cards you will draw. Perhaps as an item or class if there isn't one already. If there is, consider making it far far more common. Ideally you could even allow players to stack a plan of moves and commit to them all at once for a bonus.

Right now there is a lot of cases where there's simply a right move to make. It isn't particularly fun knowing that a simple machine could be trained to do what I'm doing. By making things less random you allow players to plan moves in advance. The mechanical moves become filler that confuses finding perfect moves in the future. By lowering the randomness you can allow players to plan and strategize way more and way deeper.

Right now, it looks like luck and skill will be needed to win. Why does this game need luck?

I'm going to stop at four because I've had a long day, but lastly, I'm not sure exactly the tone you are going for, but the game could have a basic optional story and some basic art that depicts the hero as someone that lost his cognitive abilities due to combat and journal of fighting instructions. The cards are pages from his journal that help him remember how to fight. As he picks them up he learns better how to fight, but because they are ripped he keeps mixing them up. Each class can actually be the same guy with just different sets of pages that put on display a fraction of his power.

The story could have to do with not only collecting all the pages, but also organizing them in a helpful way when he has limited ability to think. You don't need to go all out, but a few basic comments about his unstable perspective of figuring out that he is the best fighter in the world could get players pumped about the idea of playing with cards and strategizing them.

Hope that helps.

Thanks. I'm happy it helped. My goal is to become a professional in this kind of thing. If you use any ideas please let me know.

Hi. So I'm going to go ahead and give you some ideas, I'm not sure if I have the direction and tone right, but I'll takes some guesses and give it a go.

1. Go with her to hide the body.

I think you should have a line of the main character going along with this madness. Maybe a few branches that all result in death. In this line of story, you can recontextualize the ending.

The main character can follow along and try to learn more. His schoolmate can keep gaslighting him into thinking the body is in some impossible place like under a small bucket. When questioned she can get more and more erratic and stress how they have to hurry and come up with more and more excuses like how the rest of the body is hidden underground (in the sidewalk) that she claims is hollow.

When it seems impossible for the body to be underground, the main character would fight and eventually fall into a hole. The schoolmate would tell him not to move around because he might touch the body, and throw in dirt to "help him climb out". This ends with the main character being buried alive and she can hint at this being her own fate.

No body is actually seen.

2. Calm/distract her at the door.

After getting in the house and locking up he can try to calm her down and distract her by chatting with her. She mocks him for his efforts and in doing so she hints that if she was him, she would want to speak to his parents due to some unresolved stuff.

She might say something like "it's important to tie up loose ends. You wouldn't want to get trapped in some endless nightmare trying to resolve things forever, right?" Hinting that something like this happened to her and that she's suffering from not resolving some important thing.

When it seems like he is getting though to her, someone can hit him from behind.

3. Run for it.

I'm not sure exactly when you would put this in, but I think it's something most players would want to do when in this kind of situation, by not having this, you are leaving something important unaddressed.

That said, what exactly you want her to do is hard for me. It depends on the exact tone you want. Generally you would want it to be a kind of inescapable situation, but it also might be fun to make him find something that he suspects might be the body.

Personally I love that you don't know if there's actually a body. I say keep that and just build the tension by having him worry that he ran right where she wanted by accident.

Perfect place for a jump scare bad ending.

4. Scratching at the door.

As mentioned in my review, I think it would help things a bit to add a scratching sound that stops when he hits the door. I would also change it to "without knowing what else to do I..."

In my experience, the audience always want the main character to do something special. Even if he is just panicking, it should make some difference, even if that is by coincidence.

Also it's just creepy to have some unexplained scratching.

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I hope these ideas help some, I want to match your tone and style, but I'm not sure of that so you will have to use your best judgement on what fits. If you put all this together I think it hints at something specific going on behind everything, but at the same time the story is open. This often works really well for horror. The trick will be making it clear that one ending is "the best" for a particular reason. I don't want to change the main ending, so my hope is to make the others add information that makes your ending better than just death. Hope that makes sense. Good luck!

You can let the art do the work for you there. You have something amazing here, no shame in letting that do the heavy lifting. There are game mechanics that push the art forward and storytelling that uses art to invoke the narrative.

It's up to you. I can tell you more if you want.

Why did he yell at her so much and hit the door? That part especially stood out to me. It felt pointless to me, of course it's totally relatable that a person would do that, but it didn't seem to have much impact on the story of he was hitting the door or yelling at her.

It might seem as if I'm picking on a unimportant aspect, but this question might help you understand my mind on it. If you cut all the main character yelling at her and hitting the door, would the story change much? If you answer yes, then I'm not understanding something. Otherwise that aspect of the story is not holding it's weight.

I would feel a lot different if he had hit the door and something changed. For example he was hearing a light scraping from the knob of the door and suddenly it stops when he hits the door. Then there's a clear payoff to his actions, even if the scraping isn't explained. You could also have her laugh at him for exerting himself "for no reason". In this case the "payoff" is also a buildup to him being broken mentally.

Does that make sense?

Nice game. I was happy to find it does run native in Linux. You should put Linux support on the PC files because it has a .sh file. Good atmosphere. I was a bit confused by a lot of the main characters choices. He mainly seemed to be driven by panic? Genuinely creepy overall. Thanks.

Thank you. Glad you like them. I have a discord with the same name: RootNeg1Reality

That's the easiest for me. Feel free to reach out.

Hey. Do you have an ending finished/locked in or are you open to changing that? I'm a little unsure if you want ideas to make the story longer or more scary or a twist ending or what exactly. I'll probably have a chance to try it out in a few hours, as long as I can get it working on Linux, but I'm just not sure what you are looking for.

Are you open to changing the design at all?

The sooner you can get feedback and shape the direction of the project, the easier it's going to be on you in the future. I like that you want to keep this game to yourself, that's honestly better for me. I think it should be yours, but I worry you are setting up for a game that needs a full team so that you have to be a full team.

You aren't doing a bad job on the coding or writing or anything, but the art is the star here. I want to chat with you about focusing this game to make the art the backbone and only using the gameplay and story to enhance that for players.

We can chat more on discord if you want. No pressure. RootNeg1Reality

Hi. Unfortunately I'm not sure when I can get a chance to get out my computer and look at it. I'll see if it's possible tomorrow, but I can't promise anything right now. Sorry, hope you understand.

Thank for reaching out. I really like the concept and it sounds fun. I really like the idea of guiding players to be nice to one another so I leaned into that a lot with my ideas. I hope you will lean into it too, it's a fun way to run things!

1. Party diamonds. Sell for real world cash a diamond that throws a party and rewards all players in the area. Getting players to dance and party with you can help the user of the diamond in some ways. This will encourage players to organize a fun event in game with their friends or strangers.

2. The game is real and the real world is fake. (Or an evil wizard did it!) The story is that an evil wizard fragmented reality to make it look fake. All the people detach from reality and become like animals so that he can control them. In that way the player "is from Earth", but according to the story, Earth is just a fantasy and the game is the real world.

3. Players are monsters. All the monsters are actually people that are disassociating and you don't kill them, but suppress them until they wake up. Could be a fun mechanic if each player becomes a kind of monster of themselves like a werewolf when they are logged out. "Killing" or suppressing them could help them rest better when they come back online.

4. Players write the story for their friends. When each player finishes a quest, he is given the ability to write the dialog for that quest. When each player starts a quest, the dialogue is pulled at random from other users, with a heavy preference for friends. Might be hard to moderate this, but if you can pull it off, it would be super fun.

It kind of makes sense if a wizard has twisted reality, each person is trying to help find the truth of how reality works and make it real again. (Hint hint, immerse your friends!)

5. A friendship based skill tree that gives you abilities you wouldn't normally lock up like the ability to have a friend list or send mail or emojis and weird stuff. It would put the community stuff further at the core of the game. Also this can help with moderating spammers and ad bots.

6. Crafting/home building dynamic NPCs. You said you wanted a custom home for each player and deep crafting. I suggest you roll those into one thing and randomize NPC spawning at the players home depending on what stuff he has placed and if it's cozy and such. You can also tie the crafting into the player home as well to make it feel like a tight system.

I guess that was six, but I like your idea and wanted to explore it a bit for my own fun.

Let me know if you want to hire me for some more serious and thought out ideas. Right now I'm mostly doing this for fun and to build up a portfolio, but I can go as serious as you want. I can do a lot better with a deeper look into the actual game and getting to know you better so that I can make a cohesive whole rather than just these quick ideas.

Either way I hope this helps you get back on track!

That's cool. I totally respect that. I don't want to be pushy, but maybe I can provide an observers perspective on it and give you a few tips or ideas. I think this game could be something really special. You don't have to take anything you don't want to.

Bro, this looks amazing. The artwork is really killer. Would you like some help on the coding and story side of things? 

Hey. I like the game. I can see you have put some work into it. Looks like it's already pretty functional. Do you have a story in mind? What direction are you going to go with Atlandis? Right now I see what is done, and that's cool, but I'm curious about what it will be.

Writer’s block? Need a twist ending? Missing a character or two? Monsters feeling bland? Just feeling uninspired?

Hi, I’m RootNeg1Reality, and I have what I’d call a methodical imagination—I can turn it on and off and make it work on demand. I’m driven by curiosity and energized by originality. I live for the moment of finding something I’ve never seen before. Concepts and creative solutions are what happen when I face a challenge and explore the possible.

Send me a link to your game/project or describe what you're working on. I’ll pitch you 2–5 ideas tailored to your needs—no charge, just for the joy of it. Let’s spark something together—or better yet, build a bonfire.

If you like what I bring to the table, feel free to reach out about deeper collaboration or consultation. Thanks!

Looks neat, but I think it's missing something  really unique. What would you think if the body parts you find curse you and/or give you some super powers?

Hey. I would be happy to help out with this kind of stuff. let me know and I can pitch you a few ideas.

She has a new relationship with them. I never understood gangbangs.