u/FalxCerebri-5342

▲ 2 r/gamedesign+1 crossposts

A game inside a game inside a game about software development — good idea or too meta?

I’m working on Overcommit: Class Inheritance, a satirical card-based game about corporate software development.

One idea I’m considering is a mini-campaign where the player starts as a manual tester and helps a team build a small fictional game called MEEP (a little nod towards DOOM and metal slug; with cyber dinosaurs and stuff!).

The game also has a system built around commits and the project’s repository — each commit can unlock new mechanics, features, story elements, or aspects of the game world as development progresses.

So the structure would be:

a game about building software
→ with a mini/side campaign about building a game
→ where commits gradually expand the MEEP project and unlock new gameplay elements (UI elements, obstacles, etc.)
→ where you test broken features, weird commits, missing UI, bad assets, scope creep, bugs, and “temporary” hacks that become permanent
→ inside an actual game that I’m currently debugging in real life

One important thing: MEEP itself is not supposed to be an amazing or deeply playable game.
The goal is less “here’s a fun indie game inside another game” and more “here’s what it feels like to work on a chaotic software project.”

I want the player to experience the process:
features appearing half-finished, systems changing direction, assets arriving distorted or wrong, bugs surviving multiple fixes, and the strange feeling of slowly watching a project become something through commits, patches, testing and compromises.

Very Shakespeare “play within a play”, except with more QA reports and fewer murders.

Would this feel fun/meta in a good way, or would it be too self-referential?

reddit.com
u/FalxCerebri-5342 — 6 days ago

I'm working on a game, that's a mix of Card Game (think of Cultist Simulator), software house sim and general adventure game with rich story, character development and so on.

I have serious doubts, my game is like 70% finished in terms of story, in terms of mechanics its more like 95%, Steam Early Access is just waiting for the "launch" button as all checks are green and reviews are passed.

This is a second trailer, the first one, according to Steam requirements is focused only on the actual gameplay.

I'm a software developer with 2 decades of experience, and obviously, I'm no artist. My toolbox includes: GIMP, OpenShot, Audacity aside from VS Code. To make games was a kind of my dream for years. The story telling & narrative, the mechanics, characters, aesthetic styles...

And yeah, here comes the hard truth, the coming out (which is kinda obvious at this point): I use generative AI a lot for the art. I use ChatGPT to get images and arts, I use Picsart tools and flows to generate more assets and make Image-2-Videos conversions (WAN 2.7, just wow!), Sonauto for music and loops.

Honestly, without it, I wouldn't even know where to start with assets. Initially I thought that these are placeholder only, and if the game catches I'll hire an artist to redo the stuff. But I don't think this will ever happen.

I see that there's a lot of frowns for using GenAI. I can imagine why. But personally, I am more then certain that without the aid of these tools, my game would never reach this stage.

So the trailer itself: to answer few obvious questions, the visible polaroid images are actual in-game cards that are used to interact with characters. These are visible on other game assets on Steam Page. The videos and images are from game assets, nothing is generated just for the sake of the trailer. The story is spread across 3 eras of software development in fictional alternate universe full of anthropomorphic animals, each era has own protagonist led by our player. The stories connect on multiple layers and reveal these connections later in the game. No spoilers here.

I wonder does my trailer really caches or does it need the typical "BRAAM, BAM BAM BAM... silence..." sounds (riser, hits, and final boom).

I'll be happy to hear your opinions. I expect honest feedback, despite feeling today like a total sh*t.

u/FalxCerebri-5342 — 14 days ago
▲ 16 r/gamedev

I’m a solo dev working on a card-based game about corporate software development.

At first it was meant to be satire, but the more mechanics I add, the more it feels like a documentary 😅

For example:

- “Mass Recruitment” → review 500 CVs, hire 20, lose 3 seniors in the process

- “Knowledge Transfer” → lose an expert, gain a document

- “Decimation” → remove 30% of the team, no one knows what anything does anymore

I’m trying to capture that shift from:

“we build software”

to

“we manage capacity”

Does this resonate with anyone else?

(working title: Overcommit)

reddit.com
u/FalxCerebri-5342 — 16 days ago