Just a few ideas popped into my head, I thought to share-
Choco runner is taking the chocobo mechanics we have but creating it into those runner games you see where there is usually around 3 lanes that go on an endless track that you have to dodge obstacles and collect powerups for. There are other examples of course so I will pick one more specific and then just a visual treat one:
1. https://play.google.com/store/apps/d...hl=en_US&gl=US
2. https://play.google.com/store/search...hl=en_US&gl=US
It could be a fun way to level your chocobo, given that you might theoretically go on and on and reduce the number of loading screens. At the same time might add to the weekly achievement X number of races boosts your choco exp, as a way to encourage doing both a bit.
For me one of the things that is MINOR but annoying enough I mentally note it while playing is the quick repeat to loading screen situations. Having a content that lasts longer and hence rewards more, I feel would be nice (as when I do multiple chocobo races in a row honestly the little pauses between each race get a little annoying). Again it's minor, it's not some huge crime to gaming lol.. but it's enough I do think about it. Also I feel a runner type thing might be fun
Simplification of the idea might read as an endless, till failure, Choco race that gets progressively harder, and is more obstacle focused.
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The other thought is taking the minion system that's used, like taking the choco system, and using it for Tower Defense and Maul Defense like content.
Personally I think of Warcraft 3 for both of these since that's where they were born (and where I played them), but an example of TD in case someone was confused might be something like this:
https://ninjakiwi.com/Games/Mobile/Bloons-TD-6.html
If SE has the ability checking TD games from warcraft 3 would be nice, I can host...lol.
Besides the core ideas shown above there was also often building mazes with your towers as a concept, where the monsters pathed through your maze and it made tower placement a bit more funky / fun. Though of course then you have to have pathing detection and stuff which makes the content more complex.
The Maul Defense had variations but it's essentially taking the TD model and adding PvP to it (which could also have PvE elements vs AI)- now you have a space where you can buy creatures to send to the enemy's side. The monsters reaching the end hurts their life pool and naturally when it's at the end they lose. As you purchase monsters you also get income, on most monsters- and so you start to look at their build and try to send the right groups of monsters based on their layout and your own needs (like if you need income).
A side note, there is also ENFO / Hero Line Siege variant where rather than TD it's your heroes but you still send monsters to the other side, which could be some considerations to a PvP mode (though that might be more gimmicky than PvP wants lol).
Hopefully reusing a much as possible.
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Finally more for the companion app but I thought it could be fun if these mini-games were playable in the app, at least the ones that make reasonable sense (like the card game imo), and you could spend your nuts to have them earn you MGP (like it's a conversion 1 nut = 5 mini games of your choice). Could be nice too if say each NPC you visit unlocks them in the app to challenge, so you could be on your couch trying to earn one of the cards you're missing-- or do a few bouts of one of the saucer minigames. Using the nuts as a way to reduce botting. Obviously some mini-games would not translate well or take a bit of resources, so I'm not suggesting all would be easy or reasonable but I feel a few could translate fairly logically and may reuse many already existing assets downsized.
Thanks for reading![]()