One press writes a game pitch: a kind of game, a setting, the thing you do and a twist.
Random Game Idea Generator: 20 game ideas
A business simulation set on the back of a migrating turtle. You build bridges from whatever is lying around, and you start at the ending and play backward.
Padlock: keep a part.Arrows: change only that part.
Every game idea you make is kept here, newest first, up to the last 20. The list stays in this browser.
Game Idea of the day
A racing game set on a quiet planet with two suns. You roll a ball through the level, and there are no words anywhere.
A city-building game set in a harbor where the tide comes in sideways. You roll a ball through the level, and you cannot jump.
A board game set on a delivery route across the clouds. You type words to make them real, and you can never move left.
A text adventure set on a mountain railway. You freeze water and melt ice, and you can never move left.
An exercise game set in a cave of crystal bells. You bounce, and never stop bouncing, and you steer by tilting the whole world.
A stealth game set in a market that opens only at dusk. You swap jokes until somebody laughs, and you see only what your lamp lights.
A word puzzle game set inside a snow globe. You guide lost travelers home, and it has to be playable with one hand.
A tile-matching game set in a floating market. You stack crates to climb, and the whole world is one long line.
A tower defense game set inside a computer. You copy the moves of the creature in front of you, and it never tells you the rules.
A management game set in a greenhouse on the moon. You copy the moves of the creature in front of you, and the world resets every sixty seconds.
A business simulation set inside a painting. You fold the ground like paper, and everyone you help joins the parade behind you.
A city-building game set in a lighthouse. You swing from rope to rope, and you play as the obstacle.
A rhythm game set in a town built on the back of a whale. You tidy a room until everything has a place, and it is always night.
A match-three game set in a mail room for lost letters. You trade with everyone you meet, and everything is made of paper.
An action role-playing game set in a kitchen the size of a city. You glide between rising currents of air, and everyone you help joins the parade behind you.
A monster-taming game set on a comet. You copy the moves of the creature in front of you, and your character never stops moving.
A point-and-click adventure set inside a music box. You slide until you hit something, and it never tells you the rules.
A social deduction game set on a night train that never stops. You freeze water and melt ice, and you steer by tilting the whole world.
A city-building game set on a night train that never stops. You tune instruments until they agree, and you can only win together.
A logic puzzle game set inside a giant tree. You map a place nobody has mapped, and it has to be playable with one hand.
This random game idea generator writes a one-sentence pitch from four parts: a kind of game, a place to set it, the one thing the player does and a twist. The odd pairs are the useful ones.
Read the full guide
Lock what fits, reroll what does not
Press New game idea. The four parts then sit in rows under the pitch, each with a lock at its end. Lock the row your jam or your class has already settled, and press again for the others.
Turn the pitch into a first build
Start with the verb. Make the one thing the player does feel good in an empty room, add the twist, and only then dress it in the setting. The lists below say what defines each kind of game and what each twist makes you solve.
Tips
A kind and a verb that clash, such as a racing game about sorting mail, is the prompt: ask what the race would be.
For a weekend jam, lock a twist that keeps the game small, such as every level fits on one screen.
Print twenty pitches and let each team draw one.
Questions and answers
Can I use an idea from this page in my own game?
Yes. Each pitch is four ordinary phrases joined by chance, and this page claims none of them. No game, studio or series is named, but nothing checks whether a finished game already matches a pitch.
What kinds of game are in the list?
Kinds named in Wikipedia's list of video game genres, from platformer and visual novel to tower defense and idle game, each with a line on what defines it. Kinds built around weapons, horror or gambling are left out.
Is it good for a game jam?
Yes: a jam wants a small idea fast. Lock the row that matches the jam's theme, reroll the others, and choose a twist that limits the work, such as a game that lasts five minutes.
Does it work for board games?
Partly. Board game, card game, party game, trivia game and social deduction game are in the first row, and most settings and twists need no screen. Reroll any verb that needs a controller.
action-adventure gameMixes the two: a tool found earlier gets you past a long-term obstacle.
kart racerA racing game with go-karts and power-up items.
platformerPlay centers on jumping and climbing to get around the level.
racing gameCharacters compete in races, usually in vehicles and sometimes on foot.
Show all 54 kinds of game (50 more)
Action, racing and sport, continued
rhythm gameA music game that tests your sense of rhythm: press in time with the beat.
sports gameSimulates the rules and play of a sport, real or invented.
sports management gameA sports game where you coach and manage the team.
stealth gameSneaking and staying unnoticed matter more than direct conflict.
survival gameYou start with almost nothing and gather, craft and build shelter to last.
Puzzle 10
hidden object gameFind the items on a list that are hidden within a scene.
logic puzzle gameIts rules stay the same all game long, and solving takes deduction.
match-three gameA tile-matching game where three in a row is the match.
number puzzle gameA familiar number puzzle adapted for the screen.
physics puzzle gameA logic puzzle solved with the game's physics and surroundings.
programming gameYou write a small program or script, and it controls the characters for you.
puzzle platformerBuilt like a platformer, but the challenge comes mainly from puzzles.
reveal-the-picture gameA picture is uncovered piece by piece as you play.
tile-matching gameMove tiles so that they match and disappear.
word puzzle gameA familiar word puzzle adapted for the screen.
Story and role-playing 8
action role-playing gameA role-playing game with real-time action in place of turns and menus.
interactive movieFilmed or animated scenes where the player chooses the next move.
monster-taming gameYou recruit creatures, raise them and bring them along.
open-world role-playing gameA role-playing game with a free-roaming world and no single path.
point-and-click adventureA graphic adventure played with the mouse: click a thing to use it.
tactical role-playing gameA role-playing game that borrows its play from strategy games.
text adventureAlso called interactive fiction: you type commands and the game describes what happens.
visual novelMostly still pictures and text, with choices that change the plot.
Simulation 8
business simulationYou run an economy or a business.
city-building gameYou plan a town and meet the needs of the people who live in it.
flight simulatorFly an aircraft as realistically as the game allows.
life simulationYou live or guide one or more artificial lives.
management gameBuild, expand or manage a community or project with limited resources.
pet-raising gameA life simulation about your bond with one or a few creatures.
social simulationPlay grows out of how several artificial lives get along.
train simulatorTrains, their routes and often the economics of running a railway.
Strategy, tabletop and party 11
auto battlerAlso called auto chess: you place the pieces, and the round plays itself.
board gameA board game on the screen, with a computer opponent if you want one.
card gameA card game on the screen, with a computer opponent if you want one.
collectible card gameA digital version of the card games where you collect cards and build a deck.
party gameMade for many players at once, usually as a run of mini-games.
real-time strategy gameThe action never pauses, so you plan and decide while the game keeps changing.
social deduction gamePlayers try to uncover each other's hidden role or team.
tower defense gameCreatures walk a set path, and you place towers along it to stop them.
trivia gameAnswer questions to score points.
turn-based strategy gameYou get time to think before you commit each move.
typing gameTyping is the main way you play.
Open-ended and other 8
art gameMade to be looked at and felt as art as much as played.
educational gameA game that sets out to teach its player something.
exercise gameAlso called an exergame: playing it is a workout.
idle gameA trivial task, such as clicking, slowly earns upgrades that do the task for you.
massively multiplayer gameAn online game that holds a large number of players at once.
open-world gameA world you can explore freely and tackle in the order you choose.
photography gameYou take photos with an in-game camera and score more for a better picture.
sandbox gameGives the player great freedom to be creative, sometimes with no goal at all.
How this list was compiled: Own choice of 54 kinds of game, each named and described as in English Wikipedia's 'List of video game genres' (https://en.wikipedia.org/wiki/List_of_video_game_genres, read 2026-09-30): the line says what the list says defines the kind, in our own words. City-building, business simulation, pet-raising and social simulation are the sub-kinds it gives under simulation; kart racer is under racing; match-three under tile-matching; physics puzzle under logical game; word and number puzzles under traditional puzzle games. Left out on purpose: kinds built around weapons or fighting (shooters, fighting games, beat 'em ups, battle royale, wargames, artillery games), horror, casino and gacha games, dating sims, and the kinds whose usual name is taken from the title of a game. No game, studio, series or console is named in any row of this page. Licence: own work
Setting: all 56 settings
Small and indoors 15
in a bakery before sunriseWarm light, a deadline at dawn and a line forming outside.
in a beehiveSix-sided rooms and a crowd with one purpose.
in a clock towerGears to ride and an hour hand that sweeps the level.
in a greenhouse on the moonGreen inside the glass and gray outside it.
Show all 56 settings (52 more)
Small and indoors, continued
in a kitchen the size of a cityCounters are plateaus, and the sink is a lake.
in a library after closingQuiet aisles, tall ladders and a book for every level.
in a lighthouseOne tall room and one staircase: a setting that points up.
in a mail room for lost lettersEvery letter is a small story with an address to find.
in a tide poolA whole sea in a puddle, reset twice a day.
in a toy shop at midnightShelves become cliffs when the player is toy-sized.
in an elevator that stops at every eraOne tiny room, and a new world each time the doors open.
inside a computerFolders for rooms, wires for roads and a clock that ticks very fast.
inside a music boxEverything turns, and everything plays a note.
inside a paintingThe frame is the edge of the world and the brush marks are the ground.
inside a snow globeA world with a wall you can see, and somebody who can shake it.
On the move 10
in a circus between townsWagons on the road and a show to rebuild at every stop.
in a town built on the back of a whaleStreets tilt whenever the whale dives.
in an airship dockGangways, ropes and ships that leave on a schedule.
on a cometA tiny world with a long tail and a fixed date with the sun.
on a delivery route across the cloudsOpen sky between stops, and wind to plan around.
on a mountain railwaySwitchbacks, tunnels and a view at every turn.
on a night train that never stopsA level made of carriages, with the world sliding past the windows.
on a raft of tied-together housesA drifting neighborhood that grows by one house at a time.
on a river that flows uphillA current that carries the player the wrong way on purpose.
on the back of a migrating turtleThe ground walks, so the weather keeps changing.
Towns and buildings 13
at a school for apprentice weather makersLessons in rain, with homework that floods the yard.
in a city under a glass domeWeather is scheduled, and the sky has seams.
in a floating marketEvery shop is a boat, and the street is water.
in a harbor where the tide comes in sidewaysBoats park on walls for half the day.
in a hotel with one more floor every nightThe level grows while the player sleeps.
in a junkyard of friendly old robotsSpare parts everywhere, and every one of them has a name.
in a market that opens only at duskStalls appear with the lanterns and are gone by morning.
in a museum where the exhibits moveThe map rearranges itself between visits.
in a paper city that foldsStreets crease, and whole blocks tuck away.
in a planetariumA dome of stars indoors, with a projector for a sun.
in a town where it is always the same TuesdayThe day repeats, so the player can learn it by heart.
in a village of talking scarecrowsNeighbors who never leave their posts and see everything.
on the rooftops of a rainy cityGutters, washing lines and gaps to cross.
Wild places 18
at the bottom of a wishing wellCoins rain down, each with a wish attached.
in a canyon full of echoesEvery sound comes back a moment later.
in a cave of crystal bellsA dark place where walking makes music.
in a desert of glassBright, slippery and full of reflections.
in a dream that keeps starting overRooms that do not join up, and a way to wake.
in a forest where it is always autumnLeaves fall forever, so paths are always being covered.
in a maze of hedges that grow backA path cut today is closed again tomorrow.
in a meadow seen from the height of a beetleGrass is a forest, and a puddle is a sea.
in a swamp of giant lily padsStepping stones that drift and sink a little under weight.
in a world drawn in chalkRain is the enemy, and a line is a wall.
in an ant colonyTunnels in every direction and a job for everyone.
inside a giant treeRoots for a cellar, branches for an attic and sap for a river.
on a farm in the cloudsFields with no fence, because the edge is a long way down.
on a glacier that sings at nightSlow ice, deep cracks and a sound to follow.
on a quiet planet with two sunsTwo shadows for everything, and no real night.
on a string of floating islandsShort hops between small places, each with one idea.
on an island that is only there at low tideA level with opening hours.
under a frozen lakeA ceiling of ice, with light and footsteps above it.
How this list was compiled: Own list of 56 places to set a game, each with one line, written for this page, on what the place gives a designer. Invented places: none is the setting of a named game, book or film. The lines are design notes, not facts. Licence: own work
You: all 56 core actions
Build and arrange 14
balance a tower that keeps growingOne more piece each turn, and one wobble too many ends it.
build bridges from whatever is lying aroundThe gap is the puzzle and the scrap is the answer.
connect pipes so the water arrivesA network puzzle with a clear test: the water flows or it does not.
Show all 56 core actions (53 more)
Build and arrange, continued
dig tunnelsEvery path is one you made, and it stays.
draw the path for someone else to walkThe player plans, and a small walker carries the plan out.
fold the ground like paperBring two far places together by creasing the map.
lay track ahead of a moving trainBuild the road while you are already on it.
pack a suitcase so that everything fitsA space puzzle with shapes that almost fit.
paint color back into a gray worldProgress you can see: the map fills in as you go.
plant seeds and wait for them to growPatience as the verb: what you place now pays off later.
redirect light with mirrorsAim a beam around corners until it lands on the target.
repair broken machinesFind the missing part, fit it and watch the thing run.
stack crates to climbPile things up and hope they hold: every tower is a small gamble.
tidy a room until everything has a placeSorting as play: calm, and oddly hard to stop.
Move 14
bounce, and never stop bouncingThe jump is automatic, so the only choice is where.
copy the moves of the creature in front of youFollow the leader, with the leader getting trickier.
freeze water and melt iceOne element in two states makes both paths and walls.
glide between rising currents of airHeight is the fuel, and warm air is where you refill.
grow and shrinkOne world at two sizes: a wall is also a doorway.
hide in plain sightStand still at the right moment and become scenery.
jump between shadowsDark patches are the safe ground, and the light keeps moving.
rewind the last ten secondsMistakes become tools when time runs backward.
roll a ball through the levelSlopes do the work, and a nudge does the steering.
rotate the whole roomYou stay put, and the world turns around you.
slide until you hit somethingEach push runs to the next wall, so plan the stops.
swap places with whatever you look atMovement by trading positions, never by walking.
swing from rope to ropeSpeed comes from timing the let-go.
switch gravityThe ceiling is a floor whenever you say so.
Help and trade 13
ask questions to find out who is fibbingA mystery solved by talking.
cook for very picky customersEach order is a small puzzle with a clock on it.
deliver parcelsA simple errand that makes the player learn the whole map.
guide lost travelers homeThey follow you, slowly, and they wander.
herd sheepYou never touch the goal; you only steer what is near it.
plan a party for guests who disagreeA seating puzzle with feelings.
raise one small creatureFeed it, teach it and see what it turns into.
run a lost-and-foundMatch each odd thing to the person who is missing it.
sort the mailFast hands and a growing set of rules.
swap jokes until somebody laughsWords as the thing you collect and spend.
teach a robot one new trick at a timeThe helper only knows what the player has shown it.
trade with everyone you meetNobody gives anything away, but everyone wants something.
translate a language nobody has taught youGuess a word, test it and watch the world make more sense.
Look, listen and time it 15
catch falling starsThings fall, and you move to meet them.
chain one reaction into the nextSet it up, press once and watch it all go.
collect soundsRecord a noise in one place and play it back in another.
count out loudNumbers as the input: quick sums under gentle pressure.
draw shapes in the airA circle does one thing, and a zigzag another.
follow a rhythmThe beat tells you when; the level tells you what.
follow a scent trailA path the player has to read from clues.
listen for the one thing out of placeA puzzle for the ears and not the eyes.
map a place nobody has mappedThe reward for exploring is the map itself.
match colorsThe oldest verb in puzzles, ready for a new rule.
photograph rare creaturesWait, watch and press at the right moment.
sing doors openEach lock wants a tune, not a key.
spot what changedLook, look away and look again.
tune instruments until they agreeListen for the wobble between two notes and remove it.
type words to make them realThe keyboard is the wand, and spelling counts.
How this list was compiled: Own list of 56 things a player might do over and over, each with one line, written for this page, on what the action is like to design around. No action involves a weapon. The lines are design notes, not facts. Licence: own work
Twist: all 54 twists
Controls 12
the controls change every levelThe player relearns their hands each time.
every move also moves a twin you cannot seeHalf the puzzle is off screen.
it has to be playable with one handA limit that makes the game open to more players.
two players share one characterOne steers and one acts, so they have to talk.
Show all 54 twists (50 more)
Controls, continued
you can never move leftNo going back, so every step is a decision.
you can only move when the music playsSilence is a wall.
you can undo only once per levelOne safety net, and the player chooses when to use it.
you cannot jumpTake away the most common move and see what replaces it.
you only have one buttonEverything the game does has to hang on a single press.
you play with your eyes closed for part of itSound has to carry the game for a while.
you steer by tilting the whole worldThe character is a passenger.
your character never stops movingSteering is the only control.
The world 13
every level fits on one screenNo scrolling: the whole problem is visible at once.
everything is made of paperIt folds, tears and floats, and rain is bad news.
half the world is upside downTwo floors, facing each other.
it is always nightLight becomes something to carry, find or make.
the level is built by the last playerEach run leaves something behind for the next person.
the map shrinks as you playSpace runs out, so early moves matter most.
only two colors are allowedShape and contrast have to do the work of a full palette.
the season changes every minuteFour versions of each place, in rotation.
the water keeps risingA slow clock that the player can watch.
the weather picks the rules each dayRain, wind or sun changes what works.
the whole world is one long lineOne dimension: only forward, back and what is in the way.
the world is the size of a postage stampTiny art and tiny levels keep the scope small.
you see only what your lamp lightsThe rest of the level is a guess.
Time 10
each day in the game is one real minuteA calendar the player can feel passing.
the game remembers every mistakeOld errors stay in the level as things to walk around.
it never tells you the rulesFinding out how to play is the game.
nothing can be done twiceEach trick works once, then it is gone.
time moves only when you doA frozen world between steps, so every step can be planned.
the timer only runs while you stand stillThinking costs time, and moving is free.
the whole game lasts five minutesShort enough to finish, and short enough to replay.
the world resets every sixty secondsWhat you learn is the only thing you keep.
you get exactly ten movesA budget small enough to count on your fingers.
you start at the ending and play backwardThe player knows how it ends and finds out why.
Rules and goals 19
the answer is always something you already passedIt teaches the player to look around on the way in.
each new try is played by a new characterThe last one stays in the level as a helper.
every helper has to be asked nicelyManners as a game mechanic.
everyone you help joins the parade behind youProgress is a line of friends that gets longer.
the goal is to finish lastWinning is turned around, so the skills are too.
it is meant to be played in a crowdBuilt for a room full of people shouting advice.
the narrator is not always rightTrust what you see over what you are told.
no numbers appear on the screenScores and counts have to show as things you can see.
nothing can be destroyedEvery problem needs an answer that leaves things standing.
the score counts how little you usedLess is better: fewer moves, fewer parts, fewer words.
sound is your only guideThe screen shows little, and the speakers show the way.
there are no words anywherePictures and play have to explain everything.
there is no way to failThe only question is how the player gets there.
you can carry only one thing at a timeEvery errand is a choice about order.
you can only win togetherNo player can finish alone.
you may break one rule per levelThe player chooses which law to ignore.
you must leave every place tidier than you found itThe level is not done until it is neat.
you play as the obstacleThe usual hero is somebody else, and you are in the way.
your pockets hold only three thingsPicking something up means putting something down.
How this list was compiled: Own list of 54 twists and limits, each with one line, written for this page, on what the limit forces a designer to solve. The lines are design notes, not facts. Licence: own work