Originally, it was a challenge to myself to create a new game idea or gameplay mechanic once per day for 300 days. I failed this challenge and stopped updating daily at entry #050. However, I still occasionally update with new entries as the impulse hits me. I hope to reach the full three hundred one day.
You can drop me a line here:
Will you make these games?|
It is not likely, but I reserve the right to do so.
Can I use the gameplay mechanics for myself?|
Yes, absolutely. I have created this website to inspire creativity in others and not only are you allowed, you are encouraged. My one thing is that if you do build on an idea from this website, please let people know. A little credit goes a long way and it would be greatly appreciated.
In general, no. While the ideas are released to the public domain, I still reserve the use of my own pixel art for my own projects. However, many of these ideas are presented with a small set of graphics which I have made available through The Free Pixel Project.
Are you some sort of game idea patent troll?|
Don't be absurd. These ideas are given away for any and all to use. Besides, there are more unique gameplay mechanics out there than there are stars in the sky. If even three hundred ideas proves too much for game developers, then we all have bigger problems than me thinking of it first.
I've seen some of these ideas before.|
In some cases, people have taken inspiration from this site to create games. Some have implemented them wholesale, like Nitrome's Yin-Yang, Armor Games' Shift, or Silver Spaceship's Lost in the Static. There's a lot of unfinished games out there too, like this Tiny Crawl attempt or a Pellet Quest one or even a sim based on Tiny Crawl World. There's many more worth listing. I should probably start a dedicated section of the site listing them.
I've had that idea before.|
Excellent! Let's compare notes!
My suggestion to you is to do something similar to what I did. Create a website to document your ideas. Find an illustrator (or draw it yourself) to bring life into your ideas and give them form. Don't just use text. Nobody on the internet can read. Also, I've found that attempting to illustrate concepts tends to make you think through them in more detail. Once you've got a couple good, illustrated ideas that you are particularly proud of, send me a link to your site. I'd love to see them.
There's too many repeated ideas.|
I sometimes like to revisit old ideas to refine or even redefine them. Usually, there's some aspect of it that I like and feel like I can do more with. If I revisit an idea on this site, it is because I believe the new revision offers something new and interesting to the project. In some cases, if I did not draw attention to the fact that I was revisiting an idea, you probably wouldn't even notice. The Tiny Crawl series, for example, goes from a small, linear dungeon crawl to a dungeon building adventurer simulation to a node based dungeon crawl to a tower defense game.
Idea X relies on too much 'magic'.|
One of the main complaints I get about the Three Hundred involve [#048 - ZombieRL] and [#075 - Pangea]. They use a little too much hand waving to work. "And you you procedurally generate and entire world, from the beginning of time until the future". I'll be the first to admit that not every idea is a winner. However, I believe that there is value even in incomplete or even flat out bad ideas. I'm not ashamed of the bad ideas, but I do hope the good ones far outnumber them.
Procedural Content Generation isn't a gameplay mechanic!|
Most of my game concepts are structural in nature, so there's not a lot of difference, in my head, between a game based on a nodal graph and using a nodal graph to figure out the key-lock problem. However, after a while, I spun off the whole procedural generation thing into it's own subsection of this website called The Blind Mapmaker.
Are you in the game industry? Do you make games?|
I'm just an enthusiast who wants to share his enthusiasm with the world.