Games Development /W1- Individual Game Ideation

Games Development / Individual Game Ideation
September 23, 2025
24.09.2025 - 2025 / Week 1
GeXianjing / 0377636
Games Development /Bachelor of Interactive Spatial Design (Honours)


First idea RE:SONANCE — Week 1 Game Ideation

Assignment: W1 – Individual Game Ideation
Student: GE XIANJING


  1. Game Concept

Hello everyone, my game is called RE:SONANCE.
It’s a rhythm music game — but with a twist.
Unlike most rhythm games, my game allows players to not only play the music, but also create their own beatmaps.

Many rhythm game players, especially those who love Phigros, Arcaea, or Osu!, often think:

“It would be great if I could make my own map.”

So my idea is to create a platform where anyone can play, edit, and share their own music stages — easily and freely.

๐Ÿ‘‰ In short:

“Play it. Create it. Share it.”



 2. Inspiration

The main inspirations come from:

  • Phigros – for its judgment-line system,

  • Arcaea – for its dynamic spatial effects,

  • Muse Dash – for its fun and relaxing rhythm,

  • Osu! – for its community creativity.

However, in most of these games, creating your own chart is complicated or external — you often need additional tools or software.

I want to make that process simple and fun.
Players will be able to compose their own beatmaps directly inside the game interface.


Phigros
Muse Dash
Osu!

Arcaea


 3. Core Gameplay

The game has two main modes:

  1. Play Mode
  2. Create Mode

 Play Mode

Players tap, hold, or slide notes according to the rhythm.
Each action is judged as Perfect, Great, or Miss depending on timing accuracy.
The background glows and moves with the beat to give a dynamic visual rhythm experience.






 Create Mode

This is the heart of RE:SONANCE.

In this mode, players can choose a song, and use “BeatBlocks” — note modules that can be placed on a timeline.
Each block type represents a note:

  • Tap (single hit)

  • Hold (long press)

  • Slide (swipe)

Players can adjust BPM, offset, and even preview the song instantly.
When finished, the beatmap can be shared easily via a short code or QR code,
allowing others to play it right away.


 4. Tools and Development

The game will be developed with Godot Engine because it’s open-source, lightweight, and suitable for 2D rhythm gameplay.

Other tools include:

  • Blender – for 3D backgrounds and light effects

  • Pixelorama / Inkscape – for UI design

  • Material Maker – for shader-based rhythm lighting effects


 5. Visual and Audio Style

The visual theme is neon futuristic minimalism, using blue and purple tones to create rhythm and immersion.
The background reacts subtly to the music beat, with glowing lines that flow like sound waves.


๐Ÿ”จ 6. Development Plan

Milestone Description Goal
  • M0
  • Basic rhythm system (Perfect / Great / Miss)
  • Test core gameplay
  • M1
  • Simple editor (BPM, Note drag-drop, Preview)
  • Enable creation
  • M2
  • Auto difficulty generation + Skin system
  • Polish experience
  • M3
  • 2.5D background + Sharing system
  • Complete demo


 7. Key Features

BeatBlocks Editor – create music levels like building blocks.
Lane Morph System – a flexible, curved judgment line for visual variation.
Auto Difficulty – automatically adjust Easy / Normal / Hard.
QR Sharing – generate short code or QR for your chart.
Player Co-Creation Loop – play → edit → reupload → replay others’ maps.


 8. Reflection

Through this week’s ideation process, I realized that rhythm games may look simple but rely heavily on timing precision and feel.
The key challenge is not visual effects, but making the gameplay feel natural and satisfying.

I also learned that balancing ambition and feasibility is crucial.
My plan is to first build a small but playable prototype,
then gradually improve the visuals and community system.


 9. Next Steps

✅ Build a working rhythm judgment system.
✅ Design a clean, simple UI for the editor.
✅ Create a 10–15 second looped rhythm background in Blender.
✅ Record a short demo video for Week 2 presentation.

 10. Closing Message

“RE:SONANCE isn’t just a game about following the beat —
it’s a stage where everyone can create their own rhythm.”

Summary for Presentation 

Hi everyone, my game idea is called RE:SONANCE.
It’s a rhythm music game that allows players to both play and create their own beatmaps — all inside the same platform.

The goal is to make rhythm game creation simple and accessible, using a BeatBlock editor, lane morph visuals, and QR sharing.

The gameplay focuses on feel and immersion, supported by a neon minimalist visual style.
Technically, it’s developed in Godot, with 2.5D backgrounds and lightweight shaders.

This project aims to build a community-driven rhythm platform,
where every player can not only enjoy music —
but also express themselves through it.

“From player to creator — that’s the true rhythm of RE:SONANCE.” ๐ŸŽต


๐ŸŒ— Second Game Idea — LUMIN DUAL

A Co-op Light & Shadow Adventure

✨ Introduction

After brainstorming my first rhythm-based game RE:SONANCE,
I wanted my second game idea to explore something completely different —
something that focuses more on teamwork, balance, and communication.

That’s how LUMIN DUAL was born —
a 2D cooperative puzzle platformer inspired by Fireboy and Watergirl,
but reimagined with a new story and mechanics based on light and shadow.

๐Ÿงฉ Game Concept

In LUMIN DUAL, two players must work together to restore balance in a world torn apart by darkness.
One player controls Lumin, the Child of Light,
and the other controls Umbra, the Spirit of Shadow.

They are complete opposites — one glows, the other hides —
but neither can survive without the other.
The entire game is built around that idea of mutual dependence.

“Two opposite souls, one shared destiny.”

The goal is simple:
solve puzzles, activate ancient mechanisms, and reach the end of each level —
but every challenge requires both players to use their unique abilities in perfect harmony.


๐ŸŽฎ Core Gameplay

The game is a 2D side-scrolling puzzle platformer with emphasis on cooperation.

๐ŸŒž Lumin can:

  • Illuminate dark areas,

  • Activate energy-based switches,

  • Reflect light beams using crystal fragments.

๐ŸŒ‘ Umbra can:

  • Pass through shadow portals,

  • Absorb negative energy to clear corruption,

  • Hide inside dark areas to avoid traps.

When they stand close to each other, their powers combine —
forming a “Light-Link”, a glowing thread of energy that can open bridges, move platforms, or connect switches from afar.

If they separate too far, the bond breaks,
and both characters lose part of their abilities — teaching players the value of staying connected.


๐Ÿงฑ Level Design & Environment

The world of LUMIN DUAL is divided into five main realms,
each representing a different emotional theme and gameplay mechanic:

1️⃣ Ruins of Dawn — The beginning of their journey, where players learn cooperation basics.
2️⃣ Echo Abyss — Mirror-like caves where light reflections and timing puzzles dominate.
3️⃣ Forest of Veins — Living vines react to light and shadow, forming bridges or blocking paths.
4️⃣ City of Silence — A crumbling mechanical world filled with rhythm-based timing challenges.
5️⃣ Heart of Duality — The final realm where light and shadow merge, symbolizing unity.

Every level tells part of their story — without words.
Instead, the environment becomes the storyteller,
expressing conflict, trust, and reconciliation through light and movement.



๐ŸŽจ Visual and Character Design

Visually, LUMIN DUAL will combine hand-painted textures and soft glowing effects,
creating a dreamlike atmosphere — almost like a moving painting.

Lumin (The Child of Light)

  • Glows softly, leaving trails of light particles when jumping.

  • Wears a flowing white cloak symbolizing purity and hope.

  • Moves gracefully but cannot survive in total darkness.

๐ŸŒ‘ Umbra (The Spirit of Shadow)

  • Has a semi-transparent body made of swirling mist.

  • Eyes emit faint blue light that reacts to nearby objects.

  • Moves faster but weakens in strong light zones.

Together, they look stunning on screen —
a glowing white silhouette and a smooth black shadow, dancing through glowing ruins and dim caverns.


๐Ÿง  Reflection

Designing LUMIN DUAL made me realize how powerful cooperation-based gameplay can be.
Unlike single-player games where you rely only on yourself,
this game forces players to think, communicate, and adapt together.

I wanted to make something that isn’t just about solving puzzles —
but about building trust and understanding between two people.

It’s also a metaphor for real relationships:
Light can’t exist without shadow, and shadow can’t exist without light.

“It’s not about who shines brighter,
but about how two opposites can walk the same path.”

๐ŸŒŸ Conclusion

LUMIN DUAL is a story about balance — between strength and vulnerability, clarity and doubt, light and darkness.
Through gameplay, I hope players will experience not just the joy of solving puzzles,
but also the emotional satisfaction of achieving harmony together.

If RE:SONANCE is about creativity and rhythm,
then LUMIN DUAL is about empathy and connection.

“In a world divided by light and shadow…
only together can they become whole.” ๐ŸŒ—



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