Alright, as I always do, I’m gonna post some of my ideas. However, Evolution has given me more lucid visions of games, so maybe longer descriptions are in order.
1. Evolution v. Creationism: The Final Smackdown. Basically, much like a typical side-scrolling shooter (which I’ve always wanted to make!), but you get to design your ship once (probably with a few different types of items). Your enemies start out weak, but follow some sort of evolution algorithm (e.g. if this ship survives, “breed” it with another one and have its children come back. In breeding, two similar ships are chosen and their equipment is randomly distributed in the children, with some chance of mutation). This one would be technically challenging, and dubiously original, so I probably won’t do it. It would be fun though, since side-scrolling shooters are sweet.
2. Planetary Overseer. The player is acting as a god-like character trying to build and maintain an ecosystem on a planet. It’d probably start out with ~4 species: some plants, herbivores and maybe a carnivore. As planetary overseer, you must ensure that, whatever happens, no species ever becomes extinct. Ever. You do this by dropping upgrades (and bombs!) which individuals can consume and then pass on in future generations. Also, the organisms might be space-ships because space-ships look cool and have an excuse to shoot each other (er… that would be eating/trying not to be eaten). I mean, if I’m going to be circumventing how evolution works in reality, I might as well have space-ships too… The challenge here is somewhat technical, although I think it’d be doable, but it’s also the sort of concept which could be boring or confusing. It requires some form of chaos so that it’s not just a management “game”.
Edit: 3. Sterilize Everything. Something about killing bacteria. All of them. You know, not doing that lame thing where you kill the weak ones and the strong ones reproduce and kill you. This could end up just being a themed, but not original game. I don’t like those, but there could be some cool mechanics from the difference between killing everything and killing most everything.
4. A game where the rules evolve. This is a little vague. That could be a problem if I actually want to make it…
And that’s all the ones that I haven’t yet rejected. However, I can’t start developing until about 20 hours into the competition because of real life stuff, so I’ll keep thinking of other ideas and trying to determine the feasibility of these. (Also, for the purpose of this competition genotypes ARE phenotypes)