I have, to by quite honest, 4 game concepts I want to build but to everyone's point I don't want to get too ambitious before I know what I'm doing. I'm wanting to start with the simplest story wise
I'm in a similar position. I had three game ideas originally, so I picked the simplest one where some of the tools I built for that game could be used and expanded upon in the second game, plus different tools would need to be created. Once that second game is done, the third game would combine all of the elements of both of the previous games. I've since come up with a fourth idea, which is actually even simpler, so my "first" game will probably end up becoming my second game, and this new idea will likely be the main prototype for showing off/testing the tools I've been building. (It also fits in with an upcoming contest, so that will force me to get it done within the next 6-7 months to be ready for that contest's submission date.)
Not that I have some groundbreaking concept but to keep it simple I have an idea for a MC that is in a competition. I could do something as basic as Rock Paper Scissors but my thought was that as they game progresses as you challenge new opponents you have to either get better or buy power-ups to give you an advantage. (...)
Having said that, and since several of you have developed games, does this sound like an ill-advised idea for a first time dev? Maybe stick to something more basic and linear?
As far as the mini-game goes, it depends on how fun you make it. Does the mini-game change as you progress to keep it interesting? Do you get rewards for each success (like each loss means losing an article of clothing) and keep the failures from being too punishing? Really it's about whether you keep it interesting, simple, and not too difficult. "
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" would be a good model for that. In it there's a match-3 mini-game, which represents how well you do on the date, and you can level up traits so that different colors get higher scores, and there are items that you can earn which affect the board, etc... So it's a fun, simple mini-game, that keeps changing so it doesn't get too grindy.
If your mini-game is just the same thing over and over, especially if you make it too difficult or too easy, then it becomes a chore, instead of being fun.
So, you're really making two games, the main game and the mini-game, and if either one of them is bad, then the whole ship sinks. It's a tricky tightrope to walk.
Whatever you decide to do, before you start making it, make sure you take a step back and ask yourself, "
Would *I* enjoy playing that kind of game?" If the answer isn't "
Yes!!!" then you'll need to decide if your idea is worth fixing or if it's time to scrap it and go back to the drawing board. Ditching an idea can be painful, but far less painful than wasting months of work on a mediocre or bad game.
(EDIT-OPINION QUESTION; This may be something for the Renpy forum referenced earlier but perhaps drop the game portion entirely as something 'off camera' and just use stats to predetermine the outcome. Or would that feel like a cop-out?)
Imagine a game where it's built up that your character is playing in some championship, where everything is on the line, and then it cuts out all of the scenes where they actually play in that championship. What would your reaction to that be?
I think you can answer that one for yourself.