IDEA 1:
pathway - technical
genre - turn based strategy game
basic storyline - Medieval Castle warfare across England use a catapult or trebuchet to destroy enemy castles brick by brick and destroy the enemy knights inside to save the country from its tyrannical ~enemies~
game mechanics - control a catapult or trebuchet (dependent on movement) and its trajectory to throw a range of projectiles at an enemy castle to break walls and gain points on top of having to get rid of the enemies to pass the level (may have extra collectables for score). repeatable as you go through levels that increase in difficulty, harder castles to destroy which may require more strategy. Evolving strategy as for every projectile fired you effect the terrain and it may make new unexpected chances to win the level.
visual style - cartoony, comic theme (give reference to angry birds), non realistic
characters - enemy knights of varying levels for difficulty, maybe some sort of boss like enemy to chase for story reasons, different enemy variations inside of castles to add difficulty in defeating them to pass the level
assets & sound - catapult/trebuchet sprite, sounds for firing, background music, background art, sprites to make castle, enemy sprites, impact sounds, impact effects, start, win, lose etc ui, ammo ui, score ui, level select, level name,
IDEA 2:
pathway - technical
genre - ARPG, dungeon crawler, (possible souls like)
basic storyline - You must travel into the depths, the dungeons, for revenge or loot or a challenge, you go deep into its undergrowth as if you have no choice, it beckons you with a will of its own, filled with only the most hateful emotions you dive in to a world unescapable with a blacken heart to find an answer.
game mechanics - Action real time combat, running and jumping (platforming) through dungeon, collecting gear or upgrading or could focus on a demanding difficult combat , rolling walking and dodging through enemies. Focus on gameplay of core mechanics rather than an evolving gear economy. 2 weapons to switch between to create a gap in gameplay and play the game as you like. Enemy types that you must strategize around to win fights. Boss battles as well that require longer fights. Turn down platforming and focus more on combat in areas, shifting environments to shift theme.
visual style - pixelated gothic theme, light hearted dark themes. Can be dark and dingy but also funny in ways. (take reference castle crashers)
characters - Player character and varying enemy types of style and gameplay, maybe a sort of narrator or story telling npc to entice players onwards.
assets - player sprite, movement animations (walk, run, dodge), player attacking animation (swing, block, stab), Enemy sprites and animations for movement and combat, Hud sprites (health, stamina), Tracker of sorts on hud for level/depth/score (money or points), foreground environment, obstacles, traps, background art, pickup sprites(gold, keys), Enemy healthbars when applicable (bosses), particle effects, fire, smoke, sparks, lighting, start screen (no level select, always from 1), pause screen, death screen, a win screen per level to show progress,
sound - walking sounds, rolling or dodging sounds, ambience, some quiet music (or none), echoe effect for dungeon, enemy groans and player noises for damage noises, hit sounds, opening/closing sounds, menu sounds (book themed or metal clangs), sound of wind,
Note: Idea 2 has the availability to shy away from full 2d and could move towards 2.5D environments and add dodging on a z axis while still having the from the side camera view, akin to games like katana zero or castle crashers rather than dead cells. The game idea could also be adapted into other genres or new environments, moving to outside environments rather than dungeons however it could lose some verticality in its platforming or a story but things like the loot would work fine. So the idea is available for adaption. Game can switch between more loot oriented or gear changing oriented or just on few well developed weapons to affect gameplay. Difference between variety or complexity.