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#gameconcept

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explore addictive relationship to power
- you can't win by fighting. fighting makes enemies fight you harder. game becomes "hard". many players may like this, and play forever,
- but to win, they would have to work diligently to undo the evolution of their relationship to the game entities and become interdependent.
- or, because it's a game, start over and/or join a peaceful universe

Build-a-Robot
Don't waste time, for this game, writing market mechanics, resource mining, "crafting" per se, nor combat systems. But a little would be good for once the robot is completed and unveiled. Maybe some basic warehouse simulation, but mainly, give the player the experience of building a robot. I'm visualizing a big stompy kind, but I suppose all kinds are game!

: Puppet Show!
Live puppet-based performance. All kinds of puppetry supported, including automated NPC puppets. Live audio. Emoji bubbles, comic stickers. 3D dioramas. Socks w button eyes. Marionettes. Prop sets galore. Transitions. Curtains. Puppet editor.

dissemble & reassemble for kids. a 3D game version of those toys that come with a working screwdriver, nuts, bolts, and stuff like that for kids age 3-12, but you never lose shit under the couch.

Magic Mech:
multiplayer coop warfare in a dystopian magical future.

You wake up from cryostasis deep underground, and stumble to the monitor. Everything up there is strange.

Fight the aliens on the surface to get to the ship and into orbit.

Team up, drop, battle, discover, defend.

Keep a notebook of what works.

Each mech is different and alive. Choose a station and learn through trial and error.

No levels. Just discovery, an open world, and, well, a bit of .

Kitteh Pounce:
sim cats playing with toys.
Cat behavior AI, and lots of floof and derps.
Points for getting them to bat at something, making them do silly things, and basically everything. Fake internet points, even.