Akin to #72 (derived from a bullet point there about bullet dodging)
Basically a very simple 2 player game (but AI can substitute for either), one player is the "dodger" and one is the "shooter"
For simple MVP, dodger is a 3d stick figure (with substance, i.e. cylinders instead of lines), and shooter is in a fixed place with FPS-style gun
Good candidate for WebGL due to simplicity of mechanics...doesn't even need physics per se and doesn't need elaborate worlds
Game play is simple:
Shooter fires several shots, then game pauses
At this pause point, dodger's camera can move wherever they want including right up to the bullets, but the player doesn't move
Dodger then plans his series of "dodges" by setting body shifts across time
Once done, play is resumed and if the bullets hit the shooter wins, if not, dodger wins
There are so many things you can do with this concept:
Have shield-in-hand options to move instead of requiring body get out of the way
Have many weapon options including faster bullet travels, more bullet frequency, more shooter places (e.g. maybe it's 40 shooters with bows + arrows)
Even options of large projectiles that may travel slower, e.g. RPGs
Dodger can shoot back to maybe hit bullet with bigger bullet (like that dumb "Wanted" movie), but of course arcade rules say make this non-lifelike since realism would be too hard to play
Could even be massively multiplayer, e.g. a shitload of people fire off shots (time limited) at a shitload of dodgers, game pauses and all the dodgers prepare their dodgings (time limited), and game resumes...who's left standing wins, goes on to next level, can fire back, whatever
Firing back as a way of taking turns is fun
The UI for dodging has options
Fixed with keyframe mgmt as a slider. Dodger slides to a place on the timeline, sets body, and game tweens the animation between it
Heh, for fun, people can not just dodge, but dodge in style like dancing or something
Could just have the whole game, instead of pause, just proceed slowly and have the dodger dodge in "slowmo-realtime"
I don't like this because I find time-limited turn-based more fun than reactionary
Of course, after play is pressed and we see whether dodger is hit, there is a slowmo play/pausable version that shows what really happened
Gameplay difficulty options
For dodgers, don't make it easy to tell when bullets will arrive and when, this is part of the difficulty
For dodgers, maybe a counter for muscle movement that is limited within the timeframe to prevent them from moving from a crouch to a jump in one frame
For dodgers, can only move a certain distance between frames
For dodgers, don't give too much away about bullet trajectory, instead just show the gun angle as of each shot (like maybe when bullet is hovered on, it shows an outline of the gun a few feet back where it was exactly angled), the dodger is required to extrapolate trajectory from gun and bullet points
For shooters, make it unworthy to shoot a tight cloud (just dodge it all by sidestepping), a fixed sparse cloud (predictable)
Due to it being turn-based, is a great game for sparse play over time ala words with friends