Been starting a habit of writing down story/game ideas as I have them even though most of them will never seriously get started, let alone finished. It's been fun since writing things down gives me a chance to think them through a bit more than just pondering them in my head. Anyways, here's a #GameDesign idea:
"Grand" - is a "reverse metroidvania" in which as a grandparent, you slowly lose movement options as the story progresses, requiring more and more convoluted routes through the map to reach the same areas. You do still explore "new" areas in memory mode (and unlock movement options like a bike in your memories) before traversing the areas again in the diegetic present. The story follows your quest to protect a grandchild from the machinations of a Kafkaesque state, first trying to track them down within the system and then trying to get them released. Each "boss" is "fought" through an abstracted conversation system where memories, keepsakes, and various kinds of emotional/logical appeals wear down your opponent's nihilism and/or fear until they're willing to help you. Normal "enemies" are just people on the street who might bump into you and drain some of your stamina as you pass by if you don't issue a properly-timed "excuse me" or the like.