Great Video Game Ideas Not Used 12: My Video Game Idea #1

Thank you for taking interest in another installment of my article series, “Great Video Game Ideas Not Used.” This particular article is going to be a bit more personal. It will be personal in the fact that this article is actually a video game idea that I’ve had. Hopefully you enjoy the concepts that I will bring up and the different approach my game idea would take to the genre it is meant to be apart of. But before I get to the meat of this article, please show your support to the All Games Network.

Now for the main event. The genre that this game would fall into is Survival Horror . The name of this game would be simply……. Hospital . Now I know that the name could be many different things, and the one obvious thing is that it takes place in and around a medical facility.

The basic plot of the story is also very simple, an archeologist comes across documentation about the location of what would be considered by the world rich historical discovery. The unfortunate thing that he learns is the physical location of his find is under buried somewhere near a Hospital in Harrisburg, Pennsylvania. The hospital itself is fictional as using and actual hospital wouldn’t yield enough space for what happens in the game.

The archeologist’s name is Christopher Howard. After weeks and weeks of paperwork, phone calls and meetings, his proposal to the hospital for a site dig is rejected by its Board of Directors. Their reason being the current process of them adding an additional basement level to their facility, leaving the ground unstable and unsafe for anyone outside of the contractor’s team. Howard doesn’t like this decision and chooses to ignore the Board. One night after the contractors finished their work, he would sneak into their work zone. Having already mapped out the possible locations of the artifact which he sought, Christopher was able to recover it within a few hours.

With the construction of the newer basement area, Howard’s excavating wouldn’t be noticed. He carefully made his way back out of the contractors’ work zone avoiding detection and slipped out of the hospital unnoticed by the staff.

This event would be the catalyst to create the situation within this game. And I know, so far, I haven’t explained what makes this game Survival Horror . Don’t worry I’m getting very close to that, there is still more to cover. Just a few small tidbits anyway. The first thing, this game would have 10 characters to choose from (6 from the start, and another 4 unlockable either through gameplay or later on as downloadable content). Secondly, not all of the characters would operate the same way, each character would pretty much play as unique to each other as their personalities are. The last and probably most important thing to mention is that though this game would be SH , it wouldn’t contain a gun of any kind in it. I would dub it to be Realistic Survival Horror .

Now, the part of the plot that makes this game make sense. Christopher having thoroughly researched the particular items he’d illegally excavated, knew it had a warning but chose to ignore it. To move on quickly, basically the item that he removed from the Earth was being used to bind the unruly souls lain there. With it gone, those souls were awakened and slowly became more and more agitated. Had he not removed it, the events of the game wouldn’t take place as where he searched was just out of the work area of the contractors.

Now this is where I can introduce the other characters that would be in this game. The area below will contain short descriptions of all ten of the playable characters. I do apologize for the length.

Characters:

Immediately Playable:

Name: Jasiel Hewlett

Age: 21

Gender: Female

Ethnicity: Caucasian (White)

Bio: Jasiel is a recent hire at a cleaning company, Shine Impressions, working for hospitals in the Harrisburg, Pennsylvania area. Her beginning assignment is to assist two other cleaners with the upkeep of their main hospital in Harrisburg overnight. She happily accepted the position being a college student in need of money. Jasiel is naturally a superstitious person however, believing many urban legends and myths to be true. And having spent much of her free time reading up on hauntings and ghost sightings, she is very well prepared for if she is ever forced to deal with the supernatural.

Name: Alvert Darrellson

Age: 24

Gender: Male

Ethnicity: African American (Black)

Bio: Alvert has been working for Shine Impressions for the last 5 years, taking care of the hospital 5 to 6 nights a week. At one point he started hearing things, noises, and it was affecting his ability to concentrate on his work. So he did the only logical thing that he could think of, buy an mp3 player, load music to it, and bring it to work to listen to. This allowed him to drown out all of the ambient noise disturbing him. Every now and again however, Alvert would feel a slight chill grace the center of his shoulders just below his neck, causing his body to shiver ever so slightly.

Name: Rosa Martinez

Age: 43

Gender: Female

Ethnicity: Latin American (Salvadoran)

Bio: Rosa is one of Shine Impressions best known employees, having been with the company for the last 15 years. She usually works in the York, PA area, but has been sent in to Harrisburg to help train Jasiel. She doesn’t believe in ghosts or spirits. In her mind, everything that happens is purely scientific. Rosa believes that too many people lack the understanding of how to figure out the sequence of events that explain sudden happenings and strange situations. This is what makes it easy for them to blame a specter, or apparition for things that happen. Rosa is also a smoker, and goes outside often to light up, usually finishing four or five cigarettes a night.

Name: Calvin Turner

Age: 35

Gender: Male

Ethnicity: African American (Black)

Bio: Calvin is the head of security for the hospital. He often fills in for the other security guards as need be. He’s also set up the hospital to always have at least two available security guards available if ever needed. Calvin’s biggest vice is that he has to have a drink every few hours, so he keeps a silver plated flask in his pocket for those times he can’t get away. His favorite liquor is whiskey.

Name: Franklin Jarrett

Age: 28

Gender: Male

Ethnicity: Caucasian (White)

Bio: Franklin just recently finished with his academics in medicine, he has taken his residency at the hospital to be a surgeon. Though he has no problem with seeing blood and dealing with open wounds, Franklin is otherwise very easily startled. His overly cautious nature has made many believe that he was entering into the wrong career field. But for Franklin, the choice couldn’t have been better, he would be able to save lives, not just stand around fearing for his. He’d finally be able to help people rather than be the one being helped.

Name: Asuka Eto

Age: 20

Gender: Female

Ethnicity: Asian (Japanese)

Bio: Asuka is a college roommate of Jasiel. She is working toward a degree in graphic design and information systems technology. She is also highly spiritual and believes in the karmic balance of the universe as well as good and bad spirits. She works at a restaurant nearby the hospital as a hostess to pay for her education. Asuka keeps anointed prayer beads around her left wrist that her grandmother gave her as a gift for her first birthday. Like Jasiel, she is very into urban legends and mythology, it’s one of the biggest reasons for their friendship. She routinely brings Jasiel food from her job before heading back to their shared apartment.

Playable Later (Downloadable/Unlockable):

Name: Christopher Howard

Age: 37

Gender: Male

Ethnicity: Brazilian

Bio: Christopher is an archeologist who traveled to Harrisburg after hearing rumors of a rare tablet being buried nearby one of the major hospitals in the area. He unofficially excavated inside the hospital, finding the hidden artifact. It has only been a few days since he’s uncovered it, but his life has suddenly started falling to shambles. He has yet to fully understand why.

Name: Elijah Connor

Age: 29

Gender: Male

Ethnicity: African American (Black)

Bio: Elijah is the 2 nd in command of Security at the hospital, usually working the late shift. He stays in the upper level security booth during most of his shift, only ever leaving it to assist people, eat, or to use the rest room. He’s very diligent in staying on the monitors when he’s working, usually keeping and energy drink or two with him to cover his shift.

Name: Susan Hardeway

Age: 32

Gender: Female

Ethnicity: Caucasian (White)

Bio: Susan is a divorced mother with an 11 year old son returning to her maiden name after it was finalized. She brought her son to the Emergency Center because he had an extremely high fever and a severe cough.

Name: Daniel Burke

Age: 11

Gender: Male

Ethnicity: Caucasian (White)

Bio: Being a generally curious and intelligent child, Daniel became intrigued by the supernatural and the great beyond. But also being the mischievous child he was, he spent plenty of nights sneaking out of his home walking around. Though Daniel didn’t realize it, he caught a glimpse of Christopher escaping with the artifact that had lain there for so long. Some time after that, he developed a horrible fever and excruciating cough. His mother raced him to the Emergency Room.

These characters I think sound interesting enough and are different enough to make the game fun. They all would have different viewpoints of the events going on around them. Franklin would be unique in the fact that he would actually be the only character that wouldn’t be able to attack. That being mostly because of his own inner fears. But he’d also have a very unique gameplay mechanic that no other character would have.

Now in the section below, this is a very ambitious gameplay system. The fact being that there are varying ways to play through the different characters, some being the only ones able to perform their tasks. This is done for a multitude of reasons. Firstly, it does keep playing the game fresh, but it also gives players a different experience through each individual persona. Playing with Calvin wouldn’t be the same experience as playing with Elijah, even though they have the same job. Playing as Jasiel would be vastly different from playing as Asuka. I unfortunately haven’t come up with a name for this type of system yet, but I’m working on it.

Gameplay:

Play varies depending on each character used. Though some have similar play styles, each is unique to the character’s personality.

However, there are also some very general rules for gameplay which all of the characters are governed by.

Fear System (All Characters):

The Fear System determines how easily a character is spooked when surprised by others during gameplay. Two factors are key to the Fear System, Fear Level and Will Power. These factors vary depending on the character used. The Fear Level rates how easy it is to frighten a character, and Will Power determines how quickly one can recover from being scared as well as fight off possessions by ghosts. Fear Level and Will power are determined on a scale of 10.

Energy System (All Characters):

The Energy System governs a number of general factors about characters. Higher energy levels are better for recovery from injury, speed, and strength. Energy is returned to a character through eating food, either from snack and soda machines in hallways or refrigerators in break rooms. Characters also gain a bit of energy back when they are frightened by the unexpected, or take a seat from running around. When characters are full of energy, they move normally, unless injured. With lower energy levels, characters drag along and are more susceptible to attack and injury. Stamina stat governs how long a character’s energy lasts. Once energy levels reach Zero, a life gauge will appear and deplete at half the speed the energy gauge does. Once the Life Gauge reaches Zero, the character dies. The Energy Gauge is blue, the Life Gauge is Green.

Item Combination (Only Cleaning Crew):

This gameplay mechanic only pertains to the members of the cleaning crew, Jasiel, Alvert and Rosa. They can take different cleaning materials and chemicals, and combine them making stronger solvents. Though they aren’t the only ones that can use them, they are the only ones who can successfully combine them. These items can be kept for later use and traded between characters.

Item Combination (All Characters):

There are some general items that can be used together to make stronger weapons, ex: Dry Mop + Lighter = Torch Mop. These items aren’t saveable, once they are made, they have a limited number of uses before they have to be discarded. They cannot be traded between characters.

Item Drop (All Characters):

Items can be dropped in favor of another item, or just for extra space. Items that are dropped by characters can be picked up later from the place that they were dropped by anyone if need be. Choosing drop spots wisely will be a very strategic gameplay element.

Injury System (Doctor Only):

When characters and/or NPCs are severely injured, the only person who can fully treat their wounds is the doctor, Franklin. He is also able to use first-aid kits and other healing items several times. When he is treating wounds, a series of buttons and directional inputs will appear on screen. Correct input will heal the wounds faster, while mistakes make the process take longer.

Injury System (All Characters):

Every character can be physically injured. Depending on the severity of the wound, characters will be slowed down and can possibly bleed to death. First-aid kits can be used by anyone to mildly repair damage (with the exception of Franklin).

Characters have a body health chart, which is separated into four sections, head, torso, arms, and legs. Each body section has it’s own health rating, and the level of injury is determined by a different color.

Green = Perfect

Yellow = Slightly Injured

Orange = Badly Injured

Red = Bleeding

The more damaged a character’s body has, the faster their energy will drain and even more so for their life. Tending to wounds frequently will keep characters in the best physical condition, enabling them to better deal with enemies and protect NPCs.

Item Pockets:

Item pockets are used to store items for characters. The number of pockets available is determined by the character being used. There is a specific item that can be pushed around that allows items to be stored and moved.

Specialized Character Items:

Each character has one or more specialized items that belong to them, and only them. These items can not be swapped, and they don’t take up any pockets. Each item plays into the individual character’s play style. Said items will be described below.

Jasiel’s PDA:

Jasiel’s PDA has tons of info on the supernatural, and will usually be good for finding weaknesses to certain enemies. It is a good idea to check it frequently when you encounter new enemies, as it is updated after each one is found.

Alvert’s MP3 Player:

Alvert’s MP3 Player is a great tool to use. It can be set on a floor to distract sound sensitive enemies, luring them into a trap to be more easily dispatched.

Rosa’s Zippo Lighter & Cigarettes:

Rosa’s lighter and cigarettes are very useful. Her lighter can infinitely be used, unlike those found by other characters. Lighting one of her cigarettes will create differently colored smoke. The colors indicate the different levels of ghost and/or zombie enemies nearby.

Gray = None

Blue = Weak

Purple = Medium

Red = Strong

Smoking however slightly decreases Rosa’s life and energy simultaneously. While her life will regenerate slowly, smoking often will make it more hazardous to her.

Calvin’s Flask, Flashlight & Security Keys:

Calvin’s whiskey flask is a very valuable weapon for him to have. By taking a drink, and holding and lighter, Calvin can use his breath as an instant flame thrower. Though taking a drink slightly drains his life and doing it more often makes it more hazardous. His flashlight is heavy metal with an extended handle and can be used to light dark hallways as well as bash enemies. Calvin’s security keys are invaluable as well, allowing him to open most of the supply closets and rooms. Calvin however, has to find his security keys as he does not start with them.

Franklin’s Medical Kit:

Franklin’s Med Kit enables him to be able to heal injured characters and NPC’s fully. Plus the supplies he has in it can be used to supplement those of first-aid kits, which is what enables him to use them more than once. The steel it is made out of also doubles as a shield for him, to protect him from physical attacks.

Asuka’s Prayer Beads:

The beads that Asuka has wrapped around her wrist can absorb and destroy ghost types. It can also temporarily stun and deflect zombie enemies. The prayer beads have no affect on living beings.

Christopher’s Notebook:

Being the avid scholar, Christopher makes notes of everything that is useful to himself. In this particular case, he writes down all of the weapon combinations that can be made to increase the damage of weapons. It is a good idea for players using Christopher to check his notebook often in order to remember what combos can be made.

Elijah’s Flashlight, & Brass Knuckles:

Elijah’s flashlight operates in the same manner as Calvin’s. Calvin does own a set of Brass Knuckles which he can use to take down tougher enemies. They are very good for dispatching crazed people running around the hospital causing trouble and doing harm to others.

Susan’s Purse & Pepper Spray:

Susan’s purse can be an invaluable weapon for her, depending on how many items she is carrying. The more items she has, the heavier purse is and it causes more damage. The pepper spray that she carries with her can be used to stun living enemies for her and others to escape or attack. Pepper spray does not work on ghost type enemies, and will only slow down zombie type.

Daniel’s Yo-Yos, & Multi-Tool:

The Yo-Yos that Daniel keeps on his person can be used to attack enemies from a distance doing minimal damage. They can also be used to grab small out of reach items. His multi-tool allows him to open doors that have broken handles/knobs.

Spiritual Gauge (Asuka Only):

The Spiritual Energy Gauge pertains only to Asuka’s Prayer Beads. The gauge is purple in color, and appears below Asuka’s Energy Gauge (and Life Gauge if it’s showing) when she uses its energy to stop undead creatures. The stronger the creature, the faster the gauge depletes. The SE Gauge refills at half the speed of the Energy Gauge.

Liquor Gauge (Calvin Only):

The Liquor Gauge appears when Calvin takes a sip from his flask. It is burgundy in color and appears below his Energy and Life Gauges showing how long he has it in his system. During this time, Calvin can use a Lighter to become a flame spitter.

That’s only really half of the actual gameplay system. I’m pretty much omitting what I have written as far as weapons, food, and health items. Not because I wouldn’t like to share this information, I truly do. I also know though that the items would need to be constantly updated until I can clearly cover everything that you would likely find in a hospital and differing medical facilities. There are honestly a lot of things that need to be thought through before that part of the section would be near complete.

I can share all of the non-playable (NPC) character ideas that I have so far, as this isn’t really final, but it’s a great beginning to the list of NPCs that would be included. There are two classes for NPC characters so far, those are Generic and Enemy. I haven’t come up with the Important class of NPCs just yet because they would have to be really well thought out. And I’d really want the characters to be memorable to anyone that played. I know a few of the enemy types have already been hinted at in the above section, but this better covers them.

Characters Continued:

Non-Playable (Generic):

Male Nurse: Just a normal nurse usually running back and forth from room to room caring for patients and helping doctors. Male nurses are usually seen in blue, green, black, or brown scrubs with white tennis shoes.

Female Nurse: Just a normal nurse usually running back and forth from room to room caring for patients and helping doctors. Female nurses are usually seen in blue, green, purple, or pink scrubs with white tennis shoes.

Doctor: Doctors will treat the wounds of patients in their immediate area. Male and female doctors are usually seen wearing green or blue scrubs with a white lab jacket, and possibly wearing glasses.

Male Patient: Just an average person in the hospital to either have a wound treated or to get some medicine. Male Patients are usually seen wearing either a button up or a t-shirt with jeans or slacks. Alternatively, admitted patients have on a hospital gown.

Female Patient: Just an average person in the hospital to either have a wound treated or to get some medicine. Female Patients are usually seen wearing either a blouse or a t-shirt with jeans, skirt or slacks. Alternatively, admitted patients have on a hospital gown.

Child Patient: Young boys or girls who are in to be treated for a minor illness and are in need of medication. Boys will usually been seen wearing a t-shirt with jeans or shorts. Girls will wear a shirt with a skirt, jeans, or shorts. As admitted patients they are seen in hospital gowns.

Non-Playable (Enemy):

Ghost: A weak spiritual being whom died and lost their body. They can’t cause physical harm, but can kill someone by destroying their mind. Can only be defeated with fire, light or spiritual power. They tend to stay in dark places.

Apparition: A spiritual being whom died and lost their body. Can solidify themselves briefly to attack; can also possess and kill mentally. Can only be defeated with fire, light or spiritual power. They also stick to dark places.

Specter: A strong spiritual being whom died and lost their body. Specters take a solid form and can phase to not be harmed by physical attacks. They can attack physically as well as possess any physical being when they phase out. Can be stunned with fire, but only defeated with spiritual power. Can generally be found anywhere.

Walking Carcass: The body of a dead person, not being very intelligent or self aware, only craving to bite the flesh of the living. Able to detect the living through sound and olfactory senses. Can easily be defeated through normal physical combat, fire is highly affective.

Walking Corpse: A dead body, slightly sentient and aware, able to detect the living through sight, sound, and smell. Can be easily defeated through normal physical combat, fire is highly effective.

Zombie: A dead person who is sentient and aware. Able to detect prey through sight, sound, smell, and is very sensitive to touch. Can be defeated through physical combat, but fire works better.

Cadaver: A recently dead person who is sentient and aware. Able to detect victims through sight, sound smell, and is sensitive to touch. Being that most if not all of their flesh is still intact, they are strong and can easily overwhelm any normal person. Can be defeated through physical combat, but fire is the best option for dealing with them.

Poltergeist: Poltergeist are roaming spirits with the intention to mess with people. They like to throw objects, or just levitate them in place to confuse the living. Poltergeist can’t be defeated, and only disappear after they fulfill their purpose.

Vicious Chair: A chair inhabited by an evil spirit waiting to attack tired prey. Once someone sits down on them, they reach up and try to drain the life out of them.

Deranged Patient: A human patient from the Psych Ward whom has been effected by the sudden appearance of spirits and undead. They attack anyone or anything within their sight.

Psycho: A person whom happened to be nearby when the spirits awakened, and was harshly affected mentally. They are intent on killing anything they find.

Maniac: A person whom already had psychotic tendencies, they’re mental structure has all but failed and they will kill anything walking. Very good at innovating weapons from very simple tools as well as strong from they’re crazed state of mind.

Unimaginable: A horribly disfigured being. Each is different and their abilities vary.

Mimic: A creature made of flesh and blood that is able to take on the outward appearance of useable items. They bite the victim, doing minimum to severe damage depending on the item they copy. The only way to know the difference is to look very closely at their color, as they will be slightly pale compared to the actual item that they are mimicking.

Now I’ve really given out a lot of useful information about the game idea I’ve come up with. Though I haven’t really gone over how the game should actually feel when you play it. Inspiration for the style and feel of this game come from a few places really. Resident Evil is a definite game to draw elements from as well as Left 4 Dead . I know that someone is probably thinking reading this that these games though fitting into the same genre are really different. For the most part….they are, but there are a number of things that could easily be blended from both games into a nicely presented and fun game. If I could ever get Capcom and Valve together, this would be the game they’d make.

Now, drawing for the inspirations provided by the Resident Evil series, camera cuts. They aren’t the biggest hit with everyone, but it would probably be best to use this type of camera system for the confined spaces. For more open areas maybe a fixed camera that pivots and follows the individual player around the room, only switching when the camera can no longer follow the character in the best manner. I just think for the type of environment this idea sticks to, it only feels natural. One thing that wouldn’t be pulled from the camera cut style of movement would be the pre-rendered 2D backgrounds. With the power of the technology today, there would be no need for it.

Another nice thing with Resident Evil was the information system that it established. This was manly through the usage of the File system that Capcom created for it. But in Hospital something like this would be more relevant to the characters being used, actually containing their names and reasoning for being there. This would also be a great way to learn about the Important NPCs, as well as characters the players use. This documentation system would only go to enhance the story of the game in ways that can’t be explained through cut-scenes or gameplay.

As far as how the game feels to someone actually playing it, whether it be with a keyboard or a game pad, the control scheme would have to be similar to Left 4 Dead . I do like the feel of old school Resident Evil , but L4D has a control lay-out that more closely matches my idea. The one thing that would have to remain for me would be the first person play style from RE , but options would be given for a multi-directional feel as well. Just to explain for someone who may not understand what I meant by having a first person play style, when you would use and input for up the character will move forward onscreen. The same would go for inputting down which would make the character walk backward. This play set up was actually really popular with the older Resident Evil games. If you haven’t played any RE games before RE4 , do yourself a favor and find those games. They are the very essence of what Resident Evil is and should be.

The biggest and best selling point of my game idea, my style of Survival Horror …….no guns, no bullets. Now I’m not sure how many people would agree with something like that, but it honestly makes a lot of sense. If zombies ever did become a reality, how many people would actually be able to go out and just find a gun? Not as many as would be thought. There are plenty of reasons for this type of situation. Military power would be a good one. There could also be people with weapons already, or owning shops that are hording their equipment from others. Could also be that someone is in a place where you generally wouldn’t find any weapons.

People are survivors by nature though, and are very creative when the situation calls for it. So in my game, characters would have to use items that they come across in their environment (i. e. the hospital) as or to create weapons. This opens up a near infinite number of choices as far as decisions and gameplay strategies. But there would be limitations to this system, as some combined items wouldn’t simply be able to be put into a character’s storage pockets.

Example: Flame Stick: Broom + Lighter ( Melee Weapon )

Broom lit on fire that can be used to melee enemies.

This would be hard to stuff into your pants without setting yourself on fire, and is just an example from what I have written out currently. Now there would definitely be stuff that you could store on your person once combined.

Example: Iodized Alcohol: Alcohol + Iodine (Tool/Projectile)

Makes Alcohol more potent, and strengthens item combos that require or use Alcohol.

Another combined item example from my game idea. For those who may not know, iodine isn’t flammable itself, but it does oxidize. So putting it in a flammable liquid such as alcohol, would only enhanced the flammability of the liquid. This is at least as far as what I have read would be true. I haven’t actually tried that experiment and probably won’t as I wouldn’t want it to possibly backfire and blow up on me. For the purpose of the game we’ll say it has been proven.

Being that all of the weapons and usable items would be coming from the in-game environment, there are plenty of things that could be used. Who wouldn’t find it fun to skull bash a Zombie with a cafeteria tray? Or to pour a flammable liquid into a bucket of water and set it on fire then push it toward a crowd of the inexplicably deranged? Things that I wouldn’t condone in real life, but heck in a game I’m all for it. These are actual examples I’ve thought about before in games of this type.

Another thing I would like to see more often is undead children in games. I know why it gets strayed away from, but at the same time you couldn’t logically think that if adults were bitten and turned into zombies or have ghosts that it wouldn’t be the same for kids. I feel like they would present a challenge, they would be harder to attack and more difficult to avoid. Plus heck, my game idea has a playable child character.

The only other thing I could cover in my idea that would be useful in it’s development other than the actual story and menus, the tutorial system. Now I thought this up when I had only the first three character ideas, which are the cleaners. But the way this would be done would be completely different from anything I’ve seen recently. The actual way my tutorial system would be set up is a day prior to the main events of the game (with the exception of Christopher and Daniel, for them it would be a few days prior). All of the characters who work in the would have their tutorials in the hospital in appropriate situations. Christopher’s would be in the hospital, Daniel’s just outside of it. Asuka’s would take place at the restaurant she works in, and she would not return there during gameplay. I haven’t thought of a location for Susan’s as I haven’t thought of what her employment should be.

The tutorial system for the three cleaners is rather simple though. It would pretty much run the cleaners through situations of running out of supplies on their cleaning carts. The thing is though, they wouldn’t really have too much work left to finish, and not see a need to travel a long distance back to their supply closets. As some cleaning agents can be used for the same purposes, they would combine one solvent with another to make a new chemical to be used. I know at this point it is rather generic in standing of how I explain it, but I haven’t been able to plan it out that far. This is a continuing idea that I’m working on, whether or not it ever becomes a game.

I hope that this did intrigue you, and that maybe even a few publishers see this and are interested in working with me to make this. No matter what, I’m just happy that I could share these thoughts. All of the information that I’ve shared about my idea in this article I thought of myself. Believe it or not, the idea actually came to me while working as a custodial worker for a cleaning company while cleaning real medical facilities.

As I will always say……please share this article in any forum you are apart of, be it a video game forum or not. And please support the idea to make video game radio mainstream. Thank you for the All Games Network for having varying and entertaining game radio content on the net. I’ll share other original game ideas at a later time. Be on the look out for my next article. Until then, enjoy your games.


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