'Gun It' is one of a billion possible combinations of interaction, component, theme. If you made 'Gun It', I would expect and hope it to be something very different from what I have made. I have come to believe that game design is about narrowing into your ideas and your emotions. The best game is the one you feel. Design is testing, refining, over and over to build a powerful sense of what is hot and cold for you.
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An idea solidifies, and starts to get boxed in as it takes physical form.
But here's the important thing:
The potential object relationships within a game are far wider than we often build. The way objects, players, and systems interact could be so much more than what we usually see or make.
You can do anything!
Your fantasy RPG could have you find treasures in chests; but could as easily say when you encounter an enemy, you lose control of your beloved rogue and now take control of the attacking goblin. Or perhaps, the moment the battle ends, we see our character twenty years later and now control their later life, if they made it, with the consequences of that bite on the shoulder from the goblin they barely escaped.
Your card game could have a hand of cards that grows bigger and bigger until it bursts and you earn points for all, or the excess could instead flow to a rival player.
There are no rules when you start designing your game.
The platform your game is on may certainly constrain some of your decisions, but don't take for granted how much freedom you have in game design. Mess with everything, connect the unexpected, disconnect the expected, think about the relationships, frictions, and boundaries within your game; they are all yours to form.
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