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Did you ever try to think up ideas for video games?


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OctoMan
Joined: Aug 22 2005
PostPosted: Nov 11 2006 01:03 pm Reply with quote Back to top

When I was little, me and my best friend used to have an idea for a video game we wanted to make. Keep in mind we're thinking in NES terms here... the game was to be an action-type called 'Housebreakers', and basically the point would just be to have your character go around the neighbourhood and wreck people's home... wreck the furniture, windows, everything. Initially you'd start out by hand, throwing stuff against the wall, and as you progressed there was potential for more destructive measures.

So... did you ever come up game ideas when you were young?
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Mr. Bomberman
2009 Forum Champion
Title: (still) token black.
Joined: Jan 27 2006
Location: Home of the lost towers
PostPosted: Nov 11 2006 02:27 pm Reply with quote Back to top

These!

NetForce is an idea of mine for an (anime-styled) game that would combine:

1)Isometric action/adventure game
2)Shoot 'em up (I expanded on the system that Konami's Salamander uses. 16 upgradable powerups)
3)Multi-plane fighting game (sort of like Treasure's Guardian Heroes, Bleach DS)

The story is that in 2097, It's been 50 years since people can have presence in the Internet Zone. All is well until war breaks out, and a man named "Altair" and his group "Neo Light" have taken control, and have unleashed evil "viruses". It's only a matter of time before they get to the "Real" world!

Now, 4 brave heroes step into the unknown...

I can give you the whole story if you want. I just summarized it... Horribly.


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Xbox Live: HazNobody, pronounced "HAz". | Haven't went to IRC yet? Go! #sydlexia @ DALnet. | Y'all should play some Super Robot Wars J (hey that rhymes!) | yeah I'm back who gives a shit
 
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Char Aznable
Title: Char Classic™
Joined: Jul 24 2006
Location: Robot Boombox HQ
PostPosted: Nov 11 2006 05:52 pm Reply with quote Back to top

I've had a lot of video game ideas. I think there should be an RPG where whatever enemy you defeat, it becomes a summon you can perform, and you can level them up and give them different attributes based on 7 elemental attributes.


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DarkMaze
Joined: Feb 24 2006
PostPosted: Nov 11 2006 07:22 pm Reply with quote Back to top

Check out this thread for some previously-mentioned ones:

http://www.sydlexia.com/forums/viewtopic.php?t=640

I once had a friend who in middle school was convinced he could build a video game system from scratch...

Yeah, that never panned out. Wink
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FNJ
2010 SLF Tag Champ
Joined: Jun 07 2006
PostPosted: Nov 12 2006 07:36 am Reply with quote Back to top

I used to ahve a notebook filled with ideas for games when I was a kid.

looking back, most of them were very unoriginal.


nowadays I'll be hanging out watching a movie or somethign and think "this would be cool as a videogame, and here's how it would work out."


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Syd Lexia
Site Admin
Title: Pop Culture Junkie
Joined: Jul 30 2005
Location: Wakefield, MA
PostPosted: Nov 12 2006 07:48 am Reply with quote Back to top

I had this one idea for a game called Teddy Bears' Picnic, where you and up to three other players roam through the woods collecting picnic baskets and killing/eating people.
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Ross Rifle
Title: Rock N Roll God
Joined: Oct 29 2006
Location: Chilliwack, BC
PostPosted: Nov 12 2006 04:02 pm Reply with quote Back to top

that's a wicked idea syd, and the name would lure in parents and their little children.....
...and scar them for life

I came up with the idea of like a mix between GTA and the sims, where you just live your life in a world, except it's our world, all of real life planet earth, and you can do like any job ever....

....so it has potential to be cool, but it could also be a very expensive and boring mmorpg Sad
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Char Aznable
Title: Char Classic™
Joined: Jul 24 2006
Location: Robot Boombox HQ
PostPosted: Nov 12 2006 05:00 pm Reply with quote Back to top

It's been done. . . sort of.

www.secondlife.com


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Ross Rifle
Title: Rock N Roll God
Joined: Oct 29 2006
Location: Chilliwack, BC
PostPosted: Nov 13 2006 01:43 am Reply with quote Back to top

yeah, that's cool, but i mean like, let's actually tkae every city in every country in the world...like how the Getaway did London, and the last Driver did NYC...like let's say there's this fancy house in your town and you wanna check it out, you can like break into it in the game...it would take a long time, huge memory and mucho dolares...but it'd be sweet
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Tebor
Moderator
Title: Master of the Universe
Joined: Aug 22 2005
Location: Gotham City
PostPosted: Nov 13 2006 01:49 am Reply with quote Back to top

ross_rifle113 wrote:
yeah, that's cool, but i mean like, let's actually tkae every city in every country in the world...like how the Getaway did London, and the last Driver did NYC...like let's say there's this fancy house in your town and you wanna check it out, you can like break into it in the game...it would take a long time, huge memory and mucho dolares...but it'd be sweet

So basically, you want to make The Matrix?


"If you will not tell me, I will hurt people!!!" -Nuclear Man

"Do you hear? The alpha and the omega. Death and rebirth. And as you die, so will I be reborn!" - Skeletor

8341 unread forum updates since I left (2/7/14)... Uh-oh.
 
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Ross Rifle
Title: Rock N Roll God
Joined: Oct 29 2006
Location: Chilliwack, BC
PostPosted: Nov 13 2006 01:53 am Reply with quote Back to top

yeah, except without Keanu Reeves, and crazy clone agents hunting you down, and you have to like live a life(which is why i figure it could get real boring, but the Sims is a hit, so who knows?)


...bogus idea, i know
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Knyte
2010 SLF Tag Champ*
Title: Curator Of The VGM
Joined: Nov 01 2006
Location: Here I am.
PostPosted: Nov 13 2006 01:55 am Reply with quote Back to top

Char Aznable wrote:
I've had a lot of video game ideas. I think there should be an RPG where whatever enemy you defeat, it becomes a summon you can perform, and you can level them up and give them different attributes based on 7 elemental attributes.


I thought they already did that. Wasn't it called "Pokemon?"
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Valdronius
Moderator
Title: SydLexia COO
Joined: Aug 22 2005
Location: The Great White North
PostPosted: Nov 13 2006 02:41 am Reply with quote Back to top

ross_rifle113 wrote:
yeah, except without Keanu Reeves, and crazy clone agents hunting you down, and you have to like live a life(which is why i figure it could get real boring, but the Sims is a hit, so who knows?)

And without the stipulation that if if you kill someone in the game they die in real life. That would kinda suck.


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A Hispanic dude living in Arizona knows a lot of Latinas? That's fucking odd.

 
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Char Aznable
Title: Char Classic™
Joined: Jul 24 2006
Location: Robot Boombox HQ
PostPosted: Nov 13 2006 09:21 am Reply with quote Back to top

No, I mean that you have some sort of gems or something, and you mix them together to get different effects. And you wouldn't wear a gay hat.


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Spanish Meatloaf
Title: Denim Clad Road Warrior
Joined: Feb 24 2010
Location: Olympia, WA
PostPosted: Dec 09 2010 02:20 am Reply with quote Back to top

I always wanted to mix Disgea with Pokemon.
I more or less come up with improvements to games, like I want to make the sequel to Batallion wars 2, which is the most promising game concept I have ever played. I would give it a massive controls overhaul and a new damage system.

ALSO! ... Lego Avatar the Last Airbender, I have no idea why this game hasn't happened yet.
And If Kinect could see black people (and I had an X-Box 360 and didn't hate the X-Box 360), I think an Avatar the Last Airbender game on it would be cool.


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Thunderhorse
Title: This is DELICIOUS!
Joined: Dec 29 2009
Location: Colorado Springs, CO
PostPosted: Dec 09 2010 03:33 am Reply with quote Back to top

I recently had an idea for a game. It was practically Final Fantasy with a Shadow The Hedgehog type story progression (almost every level could be beaten one of three ways: Evil, Neutral, and Good). The party members and magic you learn depend on the path you take. I really dug the story I made up for it, but its kinda long, so I'll type it up later.

Also, I came up with the idea for a Mario game with giant robot battles when I was little.

EDIT: Ahh..I'll just type it up...

The most evil demon of this generation and the daughter of the last generation's evil demon have a kid together. Based on his parents, this kid (the main character) was set to become the most evil demon ever. Soon after his birth, a great hero stormed the castle and killed the parents. Afterwards, he comes across the kid, and not knowing the kid's origin, brought him with him and dropped him off at the first village he came across.

14 years later, the kid starts seeing visions of his parents. They don't let on who they are, but they try to convince him to do bad things (kinda like a good/bad conscience thing) while his foster parents try to teach him to do good things.

After four years, the real parents tell him to go to the "old abandoned castle". Once there, they tell him what happened and who they are. They tell him that the man celebrated in his village as the great hero is also the same guy that killed his parents.

Once back in the village, the real parents tell him to kill everyone there. Depending on his choices earlier in the game, he either does this voluntarily or under control of his parents.
-END PROLOGUE-

Every dungeon would have multiple paths and bosses. For example, You could rescue a lost kid in the dungeon, make him get the boobytrapped gold for you, or ignore him completely. Each of these would bring you to a different boss and different next dungeon.

The magic you learn would be dependant on your current path. Good choices lead to constructive magic (white magic), evil would lead to destructive magic (black magic), and neutral would lead to different magic (summoning, time magic, etc).

The great hero character joins your party down the good path and becomes a boss towards the end of the evil path. The same but opposite goes for the real parents.

I kinda suck at explaining/writing, but this makes sense and I think it was pretty good.


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i'll_bite_your_ear
Title: Distillatoria
Joined: Jun 09 2010
Location: van down by the river
PostPosted: Dec 09 2010 10:56 am Reply with quote Back to top

i had ideas for videogames since i started to think. Yesterday me and my brother were having a idea for a game. It was called "Backdoor Man". The Maincharacter is cheating on several married woman (every Stage named after a Woman) and the levels always start when the husband comes home. You'll have a timelimit, wich if it ends, lets you lose 1 life. You have to find a good hideout, cover your tracks, maybe fight him if he isn't to strong ect. What you are supposed to to depends on the level. Not our best idea but i imagine it as an old school 2D game, like for the NES. I think that would have charm. oh, and the dialogues would be full of latent ambiguitys.


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Black Zarak
Title: Big Coffin Hunter
Joined: Feb 01 2006
Location: Phyrexia
PostPosted: Dec 09 2010 12:36 pm Reply with quote Back to top

Around when Primal Rage came out, I had a copy idea in my head. I drew a bunch of pictures of the monsters/fighters and while I don't think I directly ripped off Primal Rage (I didn't have giant gorillas for example), I was pretty close; everybody had a planned palette swap and there was a thin, skinny female character like that one character in PR. Except mine was an alien shape-shifter who was fighting to establish a foothold on Earth for her race. I drew a couple stages too, including a volcano and the meteor crash site where the alien first emerged, complete with a clutch of babies hiding in the crater, watching you as you fight.

I also had an idea for a Megaman X game that would tie in to the original series better (at least to my mind at the time.) X went to mysterious Obsidian Island and battled Mavericks like Sonic Hound, Freeze Crab and Missile Scorpion before facing the reanimated body of Dr. Wily in a giant mechsuit! I wrote little bios for the Mavericks and what their stages would be, as well as their weapons and who was weak to who's weapons. I also drew pictures of all the Mavericks and a rough map of Obsidian Island for this.


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Slayer1
Title: ,,!,, for you know who
Joined: Sep 23 2008
PostPosted: Dec 09 2010 02:08 pm Reply with quote Back to top

I've thought about making a game or at least drawing up a concept for it, but it often sucked. Instead, contributing to a game that's already been made with custom sets is what I have been doing in my free time. So far, only two maps have been uploaded to FPSBanana for CSS...
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The Opponent
Title: Forum Battle WINNER
Joined: Feb 24 2010
Location: The Danger Zone
PostPosted: Dec 09 2010 02:25 pm Reply with quote Back to top

I have one that I first penned in 2008.

Opening cutscene
A normal convenience store is robbed by several men. Only moments after the initial stick-up, more men burst in, guns high in the air. At this moment the clerk is bemused slightly that dozens of people are holding him up, and even more robbers shove themselves into the store. 100 men in total arrive, pushing and shoving, all trying to rob the store and shoving what they can get their hands on in their pockets. No sooner does the last robber enter when police begin to surround the perimeter, shouting for them to come out and give up peacefully. One person runs out, gun in hand, and refuses to go down without a fight.

Gameplay
The player is given 100 lives at the start, with no opportunity to earn more during play. No option to continue the game after all lives are lost is available. Up to four players can play simultaneously; this will reduce the overall difficulty, however, all players will share the 100 lives between them. If a player dies with 0 lives total remaining among the group, that player is eliminated from the game. The game ends and scores are tabulated after the last player’s game ends.

The convenience store is shown at the bottom of the screen, with its door at the bottom center, and the playfield is a large rectangular arena sealed off with stationary police vehicles and other obstacles. The game starts with one robber, controlled by the player, exiting the store. The player is capable of moving anywhere around the field in two dimensions and is armed with a basic gun that fires one round when the fire button is pressed. More powerful weapons, including rifles, machine guns and even rocket launchers, can be obtained with prolonged play. There are two fire buttons. One will always shoot a round from the default gun, while the other will fire a round from the secondary weapon if the player has one in his possession; else, it will fire the default weapon.

The player loses lives in one of three ways:
  1. The player character takes a hit from an enemy’s weapon.
  2. The player character makes direct contact with a police officer (player is handcuffed and apprehended).
  3. The player character touches an environmental hazard.

All of the above scenarios will cause the player to lose one life. If the player is killed or arrested, a new robber will exit the store immediately after the previous robber is apprehended, until all of them are incapacitated. The pacing and difficulty curve is designed to drain the player’s lives quickly. Scoring is determined primarily by the length of time the player endures the police attack and secondarily by the number of kills the player scores. One point will be awarded per officer wounded, with more points awarded for more powerful enemies and machines destroyed. This number is multiplied by a factor, a number greater than or equal to 1, determined by the duration of the player’s game to determine the player’s final score, with longer times awarding exponentially higher scores. The number of deaths is tabulated at the results screen, breaking down causes of death (arrest, gunshot, explosion, etc.)

The setting can be changed to similarly high-risk areas, such as banks or jewelry stores, with only minor adjustments to the terrain and police response needed for increased variety.

Weapons
The player has access to a large cache of weapons throughout the game, and all of them come from fallen enemies.
  • Default weapon. A basic semi-automatic handgun with infinite rounds and no firing delay.

Automatic weapons:
  • Machine gun. A generic submachine gun with 200 rounds. The bullets disperse slightly after one-half screen’s length, but this is a minor deterrent to accuracy. Machine gun rounds are weaker than that of the pistol.
  • Heavy machine gun. A much larger weapon with a bigger caliber, 150 rounds and less accuracy than the Machine gun. While the player is firing this weapon, his movement speed is reduced by 20%.
  • Assault rifle. 120 rounds fire straight and fast. Bullets fire in full auto when the fire button is held down but will fire in three-round bursts with a single press.

Rifles:
  • Semi-automatic rifle. The player is advised to spend its 99 bullets wisely, as this weapon boasts the highest speed and accuracy of all of the firearms, next to the Sniper rifle. One shot is fired with each button press. It is the most common subweapon available.
  • Assault shotgun. The wide dispersal pattern of the shotgun makes it the ideal crowd stopper at medium distance. At point blank, it can prove devastating to any large enemy. A 1.6 second delay between shots precludes rapid destruction. The 30 shells must be spent carefully for maximum effect.
  • Sniper rifle. The sniper rifle will automatically target the nearest enemy in the player’s general direction and cause massive damage immediately after the trigger is pulled. As long as a target is in range, it will not miss. It holds 8 rounds, with a 3-second delay after each shot.

Explosives and incendiary devices:
  • Grenade launcher. Grenades have moderate blast radius and spray shrapnel in all directions to cause damage. If a single enemy stands over the grenade when it detonates, it will be the first to absorb much of the shrapnel, thus taking maximum damage. Tight groups will face similar devastation if a grenade is at their feet. Grenades come in packs of six and can only be thrown once every five seconds. After three seconds, a grenade will detonate, at which moment the player must take care to be clear of its explosion.
  • RPG. The rocket-propelled grenade has identical power to its timed counterpart, with the added strength of a high-impact explosion in addition to the shrapnel of an ordinary grenade. Six rounds can be fired, with a two-second delay.
  • Molotov cocktail. One crude firebomb can set an area ablaze for 10 seconds, causing constant damage to anything in its range for as long as it burns. The player must decide where to throw it carefully as he gets only one chance to make it count.
  • Flamethrower. In terms of dispersion, the flamethrower is unmatched. Its only drawbacks are its lack of range and speed. The flamethrower is equipped with enough fuel for 15 seconds of continuous incineration.

Others:
  • Sword. The sword can be swung an infinite number of times and damages the enemy for every frame it makes contact. The sword has no equal in terms of destructive power and is the ultimate close-range weapon, especially when cornered. For this reason, it is exceedingly rare and is only carried by super enemies.


Adversaries
When the action starts, police begin entering the arena, at first approaching the robber with caution. Initial forces are limited to single officers, but soon escalate into large swarming groups, strike officers with riot shields and other protective gear, robots with small arms fire, autonomous turrets and “supercops”, capable of taking many hits from even the most powerful explosives. Enemy firing patterns also become very dense and danmaku-like, and later enemies will come armed with their own high explosives. Bombs will enter the field and the player will have to disarm them without firing any weapons at them. It will become very evident after only a few minutes that this is no ordinary police force, as they will employ many means of counter-action against the petty criminals controlled by the player well in excess of what is considered “excessive force”. After a long period, the enemy forces become more surreal, with androids and even tanks joining their ranks.

Enemies include:
Personnel:
  • Single police officers. These are the most common threat and can fire bullets in any direction, although their firing rate is very low. One clean shot can take most of them down.
  • Veteran officers. With higher speed and a faster firing rate, this enemy is otherwise similar to the normal cop. Some of them may have bulletproof armor, but enough shots will still destroy them.
  • Detectives. Although they do not carry firearms, they do wield an equally threatening weapon: handcuffs on chains. They can sling the cuffs in eight directions very quickly, and remain a threat until they return to the Detective’s hands. Touching the cuffs at any time will result in instant arrest. Their faster speed is a result of their lack of armor, making them very vulnerable to any weapon.
  • Sergeants. Their shotguns and heavy armor should make them a priority in engaging multiple targets, especially since they tend to arrive with other officers.
  • Supercops. A true menace, especially in groups, these large cops are very tough to take down, requiring many shots with the default weapon to fell. They normally come equipped with a riot shield and can wield any weapon, from shotguns to chain-cuffs to small explosives.
  • Soldiers. The first will appear after 10 minutes of play. Armed with rifles and machine guns, the high firing rate and bullet speed of these Army and National Guard soldiers make them a very potent threat. After 20 minutes, they will replace the police force entirely.
  • Supersoldiers. Even more powerful than their police counterparts, they are equipped with even tougher armor and can wield any weapons in any combination.

Robots:
  • Patrol robot. A small robot on tank treads with a camera, antennae and possibly a small remote-controlled firearm. They can move in only four directions, although their weapons can aim anywhere. Their firing rate is low. Ideally, the robot can be disabled if shot several times from the front, although they can be impaired in several ways if they are hit anywhere else:
    1. A hit on the side will take out one of the treads and cause hampered movement. Note that this may cause the robot to fire wildly. Attacking from the side should be avoided if possible.
    2. Complete loss of sight will result from a hit to the back. The robot will cease fire and continue moving in the direction it was last moving until it hits an obstacle; this allows the player to take the robot out at his leisure. Because the robot is always fixed on the player’s position, this can prove difficult.

  • Androids. Humanoid robots have no better place than in a game such as this. They can emulate any of the above human enemy types, although which type they are designed to clone will not become evident until they attack.
  • Swarms. There are two types of swarms: one will appear to be a tightly-knit swarm of locusts; the other is a mass of beetles. It will either crawl or fly low, depending on the type, and try to overwhelm the player with sheer numbers. If the player is unable to escape them for three consecutive seconds, this is exactly what it will do. It will take longer for a smaller swarm to destroy the player. While a reasonable number of shots with the default weapon will destroy the entire swarm, much fewer shots are needed with a spread-shot or automatic weapon, respectively. With the flying swarm, each shot will cause the swarm to disperse and regroup to a smaller mass. Because of this, it is recommended that the player time his shots well and not fire wildly into the swarm.

    Vehicles:
    • Patrol cars. Occasionally a police car will enter the arena carrying two to five officers. The player must take care not to get run over. They can stop anywhere in the arena, and when they do, all of the officers will exit and attack immediately. The car itself can be used as a shield when all of the officers who occupied it are downed, and should be used as such against larger enemies and weapons. However, any round, enemy or player, will damage the car. The car will explode when it sustains too much damage. The explosion will not cause damage to the player or enemy.
    • Tanks. Overkill if I ever saw it. Tanks cover approximately one-fifth of the screen and will only appear every 30 minutes. They are extremely difficult to destroy and are occupied by an indefinite number of officers and military personnel. One will exit the tank and engage the player directly after a regular period. While it is easy to take the tank out from behind its cannon, caution should be taken while moving around the tank as it can crush the player instantly with the slightest contact. The main cannon’s shell is highly explosive and can catch the player in the blast if he gets careless.
    • Helicopters. After 10 minutes, helicopters will arrive on the scene to transport human adversaries into the fray. They are infrequent (appearing one at a time after a random period of time larger than 5 minutes) and can carry up to eight enemies. The helicopter cannot be attacked and will leave after all of its passengers land, but until then, it will obscure approximately 1/7 of the screen.


  • I'm not a bad enough dude, but I am an edgy little shit. I'll do what I can.
     
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    Alowishus
    Joined: Aug 04 2009
    PostPosted: Dec 09 2010 05:16 pm Reply with quote Back to top

    ^ Make that happen.
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    The Opponent
    Title: Forum Battle WINNER
    Joined: Feb 24 2010
    Location: The Danger Zone
    PostPosted: Dec 09 2010 06:06 pm Reply with quote Back to top

    If I do, it's going on WiiWare.


    I'm not a bad enough dude, but I am an edgy little shit. I'll do what I can.
     
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    Methid Man
    Title: Spawn of Billy Mays
    Joined: Nov 23 2010
    Location: Hackensack, NJ
    PostPosted: Dec 09 2010 09:38 pm Reply with quote Back to top

    I should really learn how to make romhacks because most of my game ideas are really just reimaginings/improvements of existing games. I'm not talking funky graphics or plot changes and mere bugfixes, I mean reinventing certain games to make them really cool.


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    Atma
    Title: Dragoon
    Joined: Apr 29 2010
    Location: Cincinnati, OH
    PostPosted: Dec 09 2010 10:18 pm Reply with quote Back to top

    The-Excel wrote:
    If I do, it's going on WiiWare.

    I'd play it.
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    Spanish Meatloaf
    Title: Denim Clad Road Warrior
    Joined: Feb 24 2010
    Location: Olympia, WA
    PostPosted: Dec 09 2010 10:45 pm Reply with quote Back to top

    Atma wrote:
    The-Excel wrote:
    If I do, it's going on WiiWare.

    I'd play it.

    Fuck, I'd even buy it, And I rarely legitimately purchase anything... so that's a compliment
    Wink


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