making games is fun. it doesn't bother me that i rarely, if ever, finish them. But living by my personal goals means i do actually need to finish something.
as much as i wish i could humble myself, the allure of making a huge epic game with 1000 features is so strong. so: what if i worked my way DOWN instead, making a smaller and less ambitious game each time?
A delivery game with an interesting control scheme (think Crazy Taxi). fetch quests are one of the easiest features to implement, and an emergent challenge like driving an awkward vehicle would be fun.
two half games. the "hub world" is a 3d environment, the inside of a building maybe since that would be very easy to expand. certain things would make the player enter a minigame, which is where the actual gameplay is (think about how you enter battles in undertale/deltarune)
the Numbers Gremlin in my brain has been itching to make an RPG levelling system for a while. what if the game were literally just that: a super basic levelling system and an infinite spawner of a single enemy type.
a physics puzzle game: there are blocks you need to move, but the only way is by attaching string between two blocks. this would be very simple to implement and a lot of fun. I can't think of many ways to expand that idea past a few levels, but that's fine, as I'd only need a few levels anyways. as a reward for completing a level, there's a bit of poetry from zogiv.
a top down maze game. you collect some item, and when you have all of them you win.
why does a game need to justify its existence at all? i've played some top-down "2d walking sims" from Glorious Trainwrecks that i've thought about for years. Yume Nikki is incredible despite that game being walking around and looking at static environment. so, this game could basicslly just be a single yume nikki room.