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Game Ideas

Letter coding: Needs Passthrough = (P) No Passthrough = (NP) Team vs Team = (TVT) Free For all = (FFA) One vs all = (OVA) Needs Controllers = (C) No Controllers = (NC) Letter codes are descriptive only and must never be used as logic switches.

Tien tellen in de rumbu met veranderernde map per round (NC/C for seeker, OVA, P)

Suggested players: 4-10. A room full of obsticals, along with a button in the center. one seeker, and the rest hiders. everyone starts next to the button in the center and with only like 10 seconds have to run into a hiding place. the seeker can only step outside there play area for 1 meter. then the seeker has something like a paintball where he has to shoot the players he has a visable line of site to. and that player is emiminated. now the fun part. whenever the seeker decites no players can be seen he presses the button in the center. then everyone has to come out of there hiding spot and get to the center. when everyone is ready, the new map is revealed and everyone now has 9 seconds to hide. after another round, seeker presses button. 8 seconds. and every second the player looses he gets an extra meter or so of moving area, indecated by a circle on the ground. the points go to the seeker for the amount of players shot * how many seocnds were left that round. and for all the players with more going to the longer survivers per round

Paintball but you change to other team. (C, TVT, P)

Suggested players: 2-20. everyone has a paintball gun but when you get shot you switch sides. this would be like dogeballs. but now with obsticles and hiding. a slight gun spread/inacratsie for dificouly

Musical Chairs (Shrinking Safe Zone) (NC, FFA, P)

Suggested players: 4-20. A large safe circle appears somewhere in the room and slowly shrinks; when the music stops, anyone outside the circle is eliminated, and the circle relocates for the next round. Format is free-for-all by default, with optional team rounds such as 2v2v2v2.

Annemaria Koekoek (Wall to Wall Red Light) (NC, FFA, P)

Suggested players: 4-20. Classic red light/green light from one wall to the other: players start at one wall, advance on green, and must freeze on red. Anyone moving on red is eliminated; format is free-for-all or team relay, including 2v2v2v2.

Hole in the Wall (C, FFA, NP)

Suggested players: 4-16. Players must match a body pose to pass through a moving cutout in a wall; failing to fit eliminates. Format is free-for-all survival or team survival, including 2v2v2v2.

Swinging Ball Obstacle Path (Spinning Obstacle Ring) (NC, FFA+TVT, NP)

Suggested players: 4-16. Players stand on fixed spots in a circle, facing inward, while a spinning arm or obstacle sweeps around from the center, forcing timed jumps and ducks. Speed ramps up over time; missing a dodge eliminates. Format is free-for-all survival or team points, including 2v2v2v2.

Normal Tag (NC, OVA, P)

Suggested players: 4-20. This is regular tag with a hot-potato timer: one player is it, tagging transfers the timer, and whoever holds it when time ends is eliminated. Format is free-for-all or team hot-potato where the team loses a point or player. The timer is only visible to the player holding it (and the spectators).

Sound-Based Seeker Game (One Seeker) (NC, OVA, P)

Suggested players: 4-16. One seeker hunts all hiders by sound while hiders are invisible to the seeker, so movement and noise control matter. Tagged players are out and the last hider wins; format is 1vAll or team hiders.

Maze Tag (Last Standing) (NC, FFA, NP)

Suggested players: 4-20. Players navigate a maze to hunt or hide; tagging eliminates. Eliminated players see the full arena and exit; format is free-for-all or team-based last standing.

Catch the Falling Objects (C, FFA, P)

Suggested players: 4-20. Fruit Ninja vibes but catch instead of slice: players hold a two-handed basket and build the biggest pile from falling items. This is usually score-based (no elimination).

Dodgeball with Pre-Round Fortification (C, TVT, P)

Suggested players: 4-24. A short build phase lets players place cover, then dodgeball begins and cover can be broken by repeated hits. Players are eliminated when hit and limited balls force movement and teamwork. There is a line between the two team sides that players cannot cross.

Thief with the Key (NC, OVA, P)

Suggested players: 4-20. One cop tags all thieves. Tagged thieves must hold the elimination wall. One thief has a key and can tag eliminated players to free them, creating a cycle of rescues. Thieves score by surviving the timer.

Cat and Tail (NC, OVA+FFA, P)

Suggested players: 4-20. Two variations: 1vAll or 40% vs 60%. Players with tails try to keep them, and cats try to steal them. In 1vAll, stealing a tail converts the victim into a cat.

Splateen (AKA Splatoon) (C, FFA+TVT, NP)

Suggested players: 4-24. Everyone gets a paint roller and paint gun. Players cover the map in their own color. Walls and roof count, and a board shows live percentages. Works as free for all or team vs team.

Hide and Seek (NC/Controller for seeker, FFA, NP)

Suggested players: 4-16. One person counts in an isolated dark room. Others hide in a map with obstacles. When the countdown ends, the seeker starts searching and can shoot visible players. The last player standing gets the most points, with descending points for earlier finds.

Paintball (C, TVT, NP)

Suggested players: 4-24. Both teams build a fortress and then try to eliminate the other team. There is no line dividing the fortresses. Last team standing wins points; remaining players on the winning team get bonus points.

Capture the Flag (C, TVT, P)

Suggested players: 4-24. Each team has a flag in opposite corners. Players must steal the other team's flag or eliminate all opponents. Each player has three balloons; losing all balloons eliminates them. Winning team gets points, and remaining players get bonus points.

Wave Run (Floor Waves) (NC, FFA, P)

Suggested players: 4-20. Players must cross the room from one side to the other while luminous floor waves sweep across the play area. If a player's body intersects a wave as it passes, they are eliminated. Waves move at rhythmic intervals and require players to time their movement, duck, or hesitate to survive. No jump detection is required; survival is based on body position and timing. Last player to reach the far side or survive the timer wins.

Laser Maze (Mission Run) (NC, FFA, P)

Suggested players: 4-16. Players must cross the room while avoiding a grid of virtual laser beams at varying heights and angles. Lasers require players to duck, crawl, step over, or carefully maneuver through gaps. Touching any laser instantly eliminates the player. The goal is to reach the opposite side without contact. The game emphasizes physical body control, slow deliberate movement, and clear spectator readability.

Fire Line (Bucket Brigade) (NC, TVT, P)

Suggested players: 4+. A cooperative team-versus-team relay game. Each team has a water source and a fire target. Players must form a physical line and pass buckets of water forward; the final player throws water at the fire to reduce its health. Dropping a bucket loses progress. The default format is 2v2, but the host may expand to 3 or more teams with players distributed evenly. No elimination is required. The first team to fully extinguish their fire wins.