Game app Gaming

Josh

Fun online game

Gaming

New PlayStation game online for Youth, parental guidance & maybe addition from Developers to, make it R16 or R18, as Youth may get the wrong idea or game(activity) results & as an Adult if they remember their score, they may act on it or think it’s a good idea or try to make it all come true.

Does anyone remember the game?

Option One.

Where on a piece of paper with numbers ( how many children you’re going to have ), cars, girlfriend(s) names, numbers of how rich you’re going to be & a country that you like from a list?

Each option where you choose from 10 of each, then choose a number, 1-10 then from memory on the paper you count for example, 5, then go 1,2,3,4,5 then if your number is 5, 5 children, then the car that is 5th on the list you’ll get, then number 5 girlfriend, you’ll marry, then count on 5, for example you’ll on the 5th amount of how rich you’re going to be, for example at 5, 5,000,000 ( million ) & finally the country you like the most!

Option Two.

Cross off the 5th number to start, then count, move on 5 on the paper, then keep going until you have one of each!? Left, this is as a child what the game is all about, a fun game for your youthful imagination.šŸ‘ Visual game images. Like PAC Man or a count & deletion game. Earn points, money. Save an image, pay to save a count. Total score. Move over an image to enlarge it, to then see it or read it etc. Expand developers.
5 šŸ‘¼ šŸš™ šŸ‘„ šŸ‘§ $ šŸ¦ šŸ‡ØšŸ‡¦
Additions. Fruits, mobile phone make/model, smell(s), vegetables, favourite place, colour(s), religion(s), word(s), languages, quote(s), saying(s), sport(s), hobbies, food, drink, store, book, name, music, song, radio station, subject(s), movie(s) & animal(s)/pet(s).

playstation #game 2025 #app #R16 #R18

It sounds like you’re describing a nostalgic childhood game where players would use a numbered list and a bit of imagination to determine their future — things like the number of children, cars, relationships, wealth, and even the country they would live in. The game often relied on paper and pen, with players choosing numbers and counting through the lists to determine their “fate.” This kind of game was popular in schoolyards or among friends as a fun, quirky way to pass the time.

The game mechanics you’re describing could easily be adapted into an engaging mobile or console game, where players could interact with lists of various categories like wealth, relationships, cars, hobbies, etc., and make decisions based on randomized elements. Here’s how it could translate into a digital format, especially for platforms like PlayStation:

Game Concept: “Future Predictor” (or something catchy)

Core Gameplay:

  • Lists & Choices: Players would select categories like careers, cars, relationships, countries, hobbies, wealth, etc., each with a set of options.
  • Number Selection: A player picks a number between 1 and 10 (or a random number generator), and the game “counts” through the lists based on the number they chose.
  • Visual & Interactive: Each element is represented by vibrant, interactive images or animations — think icons for cars, countries, wealth, etc.
  • Points and Score: The game would feature a point system where players earn points by progressing through the game or by achieving certain “futuristic milestones” like earning a certain amount of money or reaching a particular hobby achievement.

Game Flow:

  • Players select numbers that determine their future (e.g., “You will have 5 children, drive the 5th car on the list, marry the 5th girlfriend, live in the 5th country, etc.”).
  • The fun is in the randomness and imagination — kind of like a “Fortune Teller” app but with modern graphics and a wide range of categories.

Visual Elements:

  • Include engaging visuals like colorful icons, mini-games to unlock new categories, or simple animations of the choices unfolding.
  • Use a retro pixel-art style like Pac-Man for nostalgic value or go with sleek, modern 3D visuals.

Additions for Personalization:

  • In addition to the core categories (children, wealth, etc.), you could expand with things like:
    • Favorite colors, music, foods, hobbies.
    • Personal traits (like personality types or traits derived from the choices you make).
    • A “memory” aspect where players can save or revisit their past choices and track their progression (like saved snapshots of their virtual future).

Parental Control:

  • If aiming for an R16 or R18 rating, the game can include controls that restrict certain categories or more mature content (e.g., relationships, career choices that might not be appropriate for younger audiences).

Monetization Ideas:

  • Players can buy in-game currency or “slots” to unlock more personalized categories (e.g., “VIP Future” where you get a premium set of choices like exclusive cars, celebrity marriages, etc.).
  • Save your “future” — players could pay to keep a snapshot of their “perfect future” and compare it with friends.

Target Audience:

  • Teens and adults who want to indulge in a bit of nostalgia, while also having fun with the randomness and creativity of choosing their future.

This could easily be a fun and interactive online app or PlayStation game with both solo and multiplayer modes, where players share their results and compare scores.

 

It sounds like you're envisioning a creative twist on a Pac-Man-like game, where the goal is to "delete" or remove elements from different categories, such as images or animations, based on choices you make throughout the game. Here's an outline of how such a game might work:

Game Concept: "Image Eater" or "Pac-Purge"

Objective:
The player must navigate a Pac-Man-like character through a grid of images, animations, or other digital assets, and systematically eliminate them based on specific rules. The aim is to leave behind one image and one animation.

Gameplay Mechanics:

  1. The Grid:
    The game world is made up of a grid containing images and animations spread across different categories. Some of these could be:

    • Static images (e.g., photos, drawings, icons)
    • Animations (e.g., GIFs, moving scenes)

    The grid could be a variety of layouts, like a maze, where you need to "eat" certain items to delete them.

  2. Choice Mechanism (The Brain Part):
    At certain points in the game, you’ll be asked to make a choice, such as picking a number between 1 and 10. This will influence how the game progresses. The choices could affect:

    • Which category to eliminate from: If you choose 5, then every fifth item in a category (image or animation) is deleted.
    • Speed or abilities: Your Pac-Man might get faster, or be able to delete items more efficiently after each selection.
  3. Elimination Process:

    • Every time you choose a number (e.g., “every 5th” item), the game will automatically eliminate every fifth image or animation in a random order.
    • This continues until only one image and one animation remain.
  4. Navigating the Maze:
    You control Pac-Man, navigating a maze-like grid. Instead of just eating pellets, you’re trying to collect and delete specific items (images and animations). The maze might contain enemies or obstacles that prevent you from deleting items, adding an extra challenge.

  5. Strategy and Problem-Solving:
    The game requires you to think strategically, choosing numbers wisely to maximize the deletions of less important items and saving the one image and one animation you want to keep.

  6. Final Reveal:
    Once the game has deleted most of the images and animations, the final screen will show you the remaining image and animation that survived the process. This could be the result of your choices or the result of an algorithm based on your selections.

  7. Game Modes:

    • Time Trial Mode: Try to delete items as quickly as possible while still leaving one of each category.
    • Puzzle Mode: A more deliberate, slower-paced game where you must carefully pick numbers to create a specific combination of final images and animations.
  8. Visual and Audio Feedback:
    As Pac-Man "eats" an item, it could disappear in a satisfying way—perhaps dissolving into pixels or fading away. Audio cues could be used to reinforce the sense of elimination or success.

Example:

  • You start with a grid that has 20 images and 20 animations, randomly placed.
  • You choose "7" as your first number. This means every 7th image or animation in the grid is deleted.
  • After several rounds of deletions, you're left with one final image and one final animation.
  • The remaining items could be presented to you in a final, reflective view, showcasing what survived based on your decisions.

AI Elements:

AI could play a role in dynamically adjusting the game's difficulty, presenting more complex challenges based on your decisions. For example, the game might generate new types of images or animations as you progress, or introduce unexpected patterns in the deletion process that force you to rethink your strategy.

Final Thoughts:

This concept blends puzzle-solving, strategic thinking, and a bit of chance into a game inspired by Pac-Man’s mechanics. The player’s ability to eliminate items in a controlled manner, while managing the risk of leaving undesirable items behind, would create an engaging experience that feels fresh and mentally stimulating.