Console - Wii and/or DS
Developer - Infinite Interactive Pty. Ltd., Intelligent Systems
Genre - Puzzle, Turn Based Combat (ala Advanced Wars), RPG style (ala FF Tactics)
Progression - Campaign (The Verdes vs. Corruptors)
Working title - "Master of Kansei"
Game System - Build your units out of parts in a Rube Goldberg style puzzle fashion. Units created have varying degrees of strength/vulnerabilities in a five way ring style (fire/heaven > wood/flesh > earth/stone > air/electricity > water/decay > fire/heaven, or whatever you want to call them and arrange them). I envision a unit limit of around 5-20 units to command on the field. Field could be around 50x50 hexagon style. Take your units to the field, fight with turn based system, gain materials from defeating enemies, gain upgraded production facilities and capabilities by capturing cities/factories/temples/whatever. Include a system where you can capture enemy units to study and then be able to use pieces of their technology. Regroup, make/repair units. Go to next battle. Rinse, repeat. Includes optional side quests involving harder battles with payoffs of being able to add more components to units and finding additional uses for existing components. Side quests could also effect ending. Number of unique components is large and finding/identifying and using them all is part of the challenge (gotta catch 'em all!) and could effect the ending.
Would ideally have:
1. Some of the best elements of the Sims game where you made different forms of life and set them loose to see how they would do. In the same vein it would have an element of the custom robot arena games.
2. Interesting puzzles on how to put together units and provide novel off the wall combinations that are actually effective and add to the viable strategies and the strategy puzzle solving.
3. Advanced strategy for the hard-core (in a hyper-campaign mode) and medium strategy for the easy/normal campaigns.
4. A ton of unlockable upgrades/content that in turn would effect the level of the enemy AI (i.e., improve it to counter your uberness) and would effect the ending.
5. Along with "4." have a few branching story lines and different paths.
6. Twenty to twenty-five hour average playtime for first time play through for the average 15 year old. Twelve hour playtime for the advanced player that knows all the tricks playing on hyper-mode using all the glitches and going for the best ending.
7. Online match mode play and wireless co-op play.
That's just off the top of my head. Probably didn't think it through very well but that's just what came to mind. That's a kitchen sink approach. Probably would be a very crappy/niche game.








