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I have no idea how to develop a game, but I have an idea for one

I made a summary with AI help but again, I have no idea about game development or else, if Im missing something let me know, the game is clear on my mind

I just wanna find somebody to develop my idea into an actual game that people can enjoy

Game Concept Summary – DRAMALAND
Core Concept
DramaLand is a pixel-art RPG inspired by Undertale and OMORI, focused on a spoiled child who exaggerates everything that happens to him.
What starts as childish and funny slowly becomes dark, disturbing, and psychological.
The world changes based on how broken the kid becomes.
Time & Action System
The game spans 366 in-game days
Each cycle:
16 daytime actions
8 nighttime actions
Night rule:
If the player does anything other than sleeping at night, Madness increases
Time doesn’t flow normally — actions move the world forward.
Hidden Meters (Irreversible)
These meters are NOT visible and NEVER go down:
Kindness (K) – empathy, listening, forgiveness
Madness (M) – violence, night actions, paranoia
Stupidity (S) – ego, exaggeration, insults, manipulation
They permanently shape:
NPC appearances
Combat style
Endings
The imaginary friend
Main Characters
The Protagonist – spoiled, dramatic, self-centered child
Mother – helps reach the good ending
In bad routes, she appears as an Iron Maiden monster
She is the ONLY character involved in real physical violence outside Madness
Sister – betrays him in the Madness route
Best Friend – betrays him in the Negative/Idiocy route
Girl in love with him – cannot be treated well until Chapter 6–7 in the Good route
365 NPCs – homeless people, police, killers, vendors, mayor, doctors, teachers, firefighters, etc.
Most appear once or only in dialogue mentions
The Imaginary Friend (Omnipresent Character)
Not part of the 365.
He:
Appears everywhere
Changes based on meters
Remembers previous playthroughs
Talks directly to the PLAYER sometimes
Appearance by meter:
High Kindness: becomes more transparent until he completely disappears
High Madness: becomes a magical priest, unsettling and disturbing
High Stupidity: fully visible with a macabre smile, gives bad advice
Meta behavior:
If your last run was bad → he pushes you to repeat it
If your last run was good → he scolds you
NPC Perception System
As Madness increases, NPCs:
Have distorted eyes
Twisted bodies
Weird clothing
Unnatural animations
Eventually appear as monsters
This change is gradual in some routes and early in Madness.
Combat System (Pokémon-style for ALL routes)
Same base system, different themes:
Kindness Route
Turn-based RPG like Undertale
Actions:
Forgive
Talk
Listen
Goal: calm enemies, avoid violence
Stupidity Route
Turn-based verbal combat
Actions:
Insult
Manipulate
Criticize
Slap (symbolic / comedic)
Physical violence: ONLY against the mother
Madness Route
Full RPG combat (Pokémon-style)
Actions:
Magic Slash
Magic Orb
Magic Strike
NPCs are perceived as monsters
Ends with violent confrontation with the mother
Story Structure
7 Chapters
Chapters 1–6: introduce ~60 important NPCs
Chapter 7: full psychological collapse and endings
Key event:
The child is poisoned by a butcher
The butcher later appears as a pig monster with a huge knife
Main Endings
Good Ending (High Kindness)
The child grows, matures, and is redeemed
Connects with his mother and the girl
Negative / Idiocy Ending (High Stupidity)
Betrayed by friend or sister
Social collapse without full madness
Madness Ending (High Madness)
Kills NPCs seen as monsters
Realizes too late they were people
Ends in extreme tragedy
Tone
Starts funny and childish
Slowly becomes disturbing
Ends mentally brutal
The game constantly asks:
“Are you actually helping… or just justifying being a monster?”
 
The vision is ambitious—hidden meters, hundreds of NPCs, and three combat styles is a lot for a first build. I'd pick one chapter, one meter, and a small cast and make that playable end-to-end before expanding. Learning the tools while you cut scope usually gets you further than trying to find someone to build the whole concept at once.
 
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