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Honest feedback on a game concept

A topic by Keimu created Aug 02, 2023 Views: 366 Replies: 8
Viewing posts 1 to 5

Hi everyone,

I'm an aspiring game dev who is in the process of creating my first game, but I want to check if this concept/design is even a good idea before I invest further time into it - it is currently in the very early stages of development so I do not have anything to show other than some very poorly designed models and rough systems in place. Your feedback would be greatly appreciated!

- Basics -
Genre: Simulation, adventure, mystery, story
Players: Single player
View: First person
Art style: Undecided
Engine: Unity

- Premise -
You play as newly qualified Medical Doctor who begins his/her first day in a hospital that rumoured to have an abnormally high serious incident/critical incidence/death rate recently over the years.
Although you really are a Medical Doctor, you have been previously removed from ot left the medical register/board after an incident that occurred years ago, but an organisation that you now work for has been tasked to investigate this hospital.
The issue is that every investigation returns with a suspiciously unremarkable report, therefore this organisation has sent you to infiltrate the hospital to gain evidence and an explanation of these abnormally high death rates.
You have to balance your daily duties as a new Internal Medicine physician to avoid suspicion from an unknown perpetrator(s), whilst simultaneously investigating the secrets that this hospital hides.
The choices you make will lead to different endings that reveal different details of the staff and hospital. With each 'run', the knowledge gained by the player will help access other endings that require knowledge from 2 or more endings to achieve (a branching progress system  inspired by games similar to The Nonary Games).

- Systems -
- I intend for this game to allow players to pick up and store items in a simple inventory (e.g. notes, clues), that can be reviewed at any time.
- Simple pick-a-response-from-a-list dialogue system to speak with NPCs
- Use item from inventory on a person or object (to administer medication/perform a minor procedure/combine something/use a key on a door etc.)
- Quest/job system to track short-term jobs (from daily duties of a doctor - e.g. emergency calls, reviewing patients on the ward and the emergency department, diagnosing patients, attending clinic), and long-term jobs (from your investigation e.g. finding a key to the medical directors office to find clues). There will also be 'side quests' that players can chose to do that is not necessarily important to the main story.
- Interacting with computers to look through emails, patient records, download files (appears in your inventory and information can be accessed with loading it onto another computer)
- A bleep/pager system where there will be scripted / random paged numbers that players can use a telephone to 'call' back the number
- Interacting with telephones to call extension numbers
- NPC schedules: there are core NPCs that will have a schedule they follow and for the player to learn if they wish (e.g. a suspicion of guilt, a time-dependent item that they require)
- Day/Night cycle: This game has a finite time to complete. There are 5 days for a player to complete, each day with a 08:00 - 17:00 working day. If the player does not find the secret of the hospital, then the game ends with a 'bad' end (they are caught by the hospital)
- Multiple endings/branches: Depending on the choices the player makes, determines what the next day will be.
E.g.
Run 1: Day 1 -> Help an important NPC -> Day 2a -> Pick up important clue -> Day 3a -> Correctly diagnose a patient -> Day 4a -> Opened a locked location -> Day 5a -> END.
Run 2: Day 1 -> Do not help the important NPC -> Day 2b -> Clue is not present to pick up/important NPC is found dead -> Day 3b -> Correctly diagnose a patient -> Day4b -> Location remains locked -> Day 5b -> END
This means each day has a few potential branches that can lead to a lot of endings.

What do you all think?
Is there potential with this idea or does it seem boring as a game concept?
My particular worry that this game would essentially be a 'walking sim' with some extra features that may not appeal to a lot of people.
Another worry is that this game is heavily reliant on a succint and solid story which is hard to test without actually commiting and developing the game.

Any comment would be greatly appreciated!

Many thanks for your help,
Keimu

(1 edit) (+1)

I will go through your categories first.

- Basics -

The way you want to focus on the 'treating people' and 'being a doctor in a hospital' from a gameplay standpoint, I would not add the 'Simulation' to the genre.

When adding the Simulation genre, people normally assume that the game will focus on a detailed gameplay experience, not just the thematic and objectives. Based on your description, it seems more like a game with the hospital tasks as its set-dressing.

- Premise -

It would certainly work, as a lot of games have come out like that before. (That being first person games with task solving / item handling and solving a mystery).

That being said, especially because of the point above, it is more a question of how well the game is executed to make for a round and polished experience.

Part of this is also the premise itself. While a lot of games would take what you wrote and be like 'Good enough to play', it would be good to focus on some more details. (Which you probably will anyway as this is just a rough concept).

For example: Is it believable that a doctor is sent as investigator, if they never worked in some sort of investigative environment? Based on how you described it, it would make more sense for me that the person they would hire would be a reporter or detective. But that of course would go against your gameplay routine.

So is it not working? Of course it is, you just have to work on the details (and not leave them out as a lot of people do), so to make this story in specific believable. This also heavily depends on the atmosphere and story points you are building, and how you are presenting them.

- System -

Most of these features seem very simple. Which is not the problem - but again stems into the question of 'How do you implement it'.

You can make work of very simple systems if you think through them and present them in a nice fashion to make them serve what they are supposed to.

That being said, every game should have some sort of 'big feature' which lets it stand out. If it is not in the story or atmosphere to make for an enjoyable experience fully on its own, there should be some sort of system mechanic that makes the experience memorable.

From your list I believe you want to focus strongly on the 'open' nature of the story's flow and how you can affect it. Which sounds good. But again, it needs to be implemented well to not confuse players. The player should have enough time to do, decide and look up things in order to get things right. The game also should give feedback to this accordingly to make it impactful. The way you want to divide the endings and add multiple playthroughs is a good factor to this.

A special note about the Side Quests: While I like the concept, you must make sure that it does not deviate too much from the rest of the game. It can work if you leave the player enough room to work with, and if it actually has a point in the overall experience. If it feels like unnecessary bloat while playing, players will probably skip it, meaning it does not make sense in the broader view. But this is something you must feel for yourself. Is it enjoyable, do you look forward to doing them? What is the reward: Additional or important items? Story input or flavour text? If it is the latter, is it done well enough to be interesting to players who care for it?

- Final thoughts -

This can definitely work, but as you figured out yourself: The game itself has not too strong of a gameplay focus in terms of 'Look, this is some crazy in-depth thing you can do, this is why you want to play the game!". It is basically a game with an interesting setting and mechanics that support the story, genre and experience.

Which of course means that these things have to be good. And that leads us to the final question of: How do you want to implement them?

Because there are several ways to do them and it comes down do getting the hang of it yourself, which is the most difficult part.

A game like this could work with a more underlying narrative but an excellent gameplay flow. Or it could set the story in great focus with telling and characters, putting the gameplay a layer down. Whichever you give more focus, needs to be better implemented. For the latter this of course means quite more ressources in a 3D game however. If you do not have them, I would consider the focus on an underlying story the player can figure out themself, making the gameplay flow most entertaining and atmospheric for them to go through.

A final thing to consider: They way you want to put the game flow together within one working day could work, but an alternative would be to make it into a 'Day Routine' and 'Night Investigation'.  Both come with their advantage and disadvantage in terms of development and experience. The latter would for example make it possible to divide tasks and the flow to make it not overflow during the day - if that would become the case. Putting it into one routine could also just be the thing to make it good, though. ... I wanted to get onto something here. Ah, right: The divide may or may not make it easier to lay out the story if you feel it does not work when putting all into one routine. So basically the same what I wrote above: Two presentations, depending on what you feel makes the game a better and more rounded experience.

Hi Ingwer,

Thank you for the time to reply and provide some amazing and detailed feedback!

Now that you mention it, I agree that Simulation should not be the genre.

Indeed... I should have been more clear that the character is an ex-doctor, who is now sent as an investigator to the hospital - the background of being an ex-doctor helps with narratively explaining why the character is able to join a hospital and work with (initially) no suspicion. I do agree that there is a large amount of details that I will need to iron out, and this point also applies to side quests - thank you!

I will work on refining the 'big feature' within the systems... I am thinking of something to do with the dialogue system, particularly about diagnosing patients / interviewing a person of interest.

I will also have a think about what to prioritise (or perhaps it will come natural at what I am better at) - either gameplay flow or narrative... This will also inform me on whether I should separate Day/Night sections or implement both routine and investigation together.

Thanks again Ingwer!

(+1)

I think that the key to making a game like this work is to have very engaging characters. With such a dialogue heavy medium, you need to make players want to put in the effort to interact with npcs. (I would recommend character creation as a main, early focus) If you look at something like Disco Elysium, the gameplay is simple but people adore it because the dialogue is written extremely well. 

As for the premise itself, I think that it seems interesting. I'll look forward to seeing how this develops.

(+1)

Hi Mild_Iron,

I appreciate the feedback and your advice on placing a strong emphasis on engaging characters.
I will be honest that this is probably the most worrying thing in my mind, as the systems are basic I will need to rely on this aspect.

I really enjoyed games like Disco Elysium, The Forgotten City, Hotel Dusk - where dialogue was an extremely large part of the experience.

Thank you, and I will try not to let you down!

(+1)

Good luck!

(+1)

I like your concept. This type of game is quite popular with casual game players if you use amazing graphics.

For example, Snark Busters is a detective story  where the player essentially wonders around and clicks things and has high-quality graphics.  

If you're making a full-length game - 8+ hours of game play - then I would recommend you don't start with this game because  it could take you months to complete if you're doing everything yourself and learning along the way.

Perhaps if you start by writing a few short games to learn about Unity and gaming. An idea would be to take the puzzle elements you want to put into the main game and write a short puzzle game with those elements. That way, when you start on the big project, you already know how to program most of it and whether you like game development and Unity.  

Hi Evolutionary Games,

You are right..! 
I hope to capture that casual gamer audience (although I wouldn't classify myself as casual, I find that the older I get, my taste in casual games seem to grow).

Thank you for the recommendation, my intention is similar to yours - I was concerned that creating a more mechanics-heavy game would be impossible and therefore opted to have simple mechanics and systems to detract from the technical side of game development and focus on the artistic side. 

The only issue is as you correctly point out is graphics... I am not sure what artstyle or what it will look like but I will continue to practice with what I have now and see how far it will go.

Thanks again!

(2 edits)

idea very similar to what i am planning to create, although my plan is broader and requires multiplayer
notice this game you described is similar to Super Solver's Adventure Club, namely Midnight Rescue

if published as an indie game, it will gain some small, niche status, but overall, i think this is a boring game, and the only thing which can save it - is the multiplayer mode (players choose factions at the start of the current season (which lasts 2 months), one faction is the facility's personnel, the other faction is the doctor and his team of workers under cover; players are not allowed to use voice comms and cannot chat (so that they never find out who is who by simply telling each other), but they can perform standardized in-game actions and try to deduce it; players are allowed to make trades, bribe and betray their own faction)... i will not disclose everything in full