>>538335029
Came up with 3 ideas overnight. All dumb high-concept gimmicks, but I think feasible in a week-long jam.

>2d platformer with shadow shapes
seated game with a screen in front of you. You control a character with traditional joystick/buttons (like Moss). But the environment/platforms in 2d are the shadows of little things close to you lit by spotlights, and you can physically grab the things or spotlights and move them around to affect the shadows and thus the 2d world. Or have the character move itself like lemmings, while you're changing things around. "it (only) takes 2 (dimensions)".

>2 VR headsets at the same time
multi-headset simulator, where you can grab (virtual) headsets and put them on your (virtual) head, and grab (virtual) controllers to control multiple characters. And you can get fancy by balancing the headsets sideways on your (virtual) head so you can like see through one eye in each headset, and put your (virtual) arms through the tracking loops of the controllers so you can hold multiple on one hand. The virtual headsets/controllers control separate characters in some simple coop game so you can coop with yourself.

>Stilt Katamari
You move around with 2 vertical stilts held by your hands, and you also use them to skewer little props scattered around the world, which make your stilts longer so you can skewer bigger stuff and move faster. If you lose your balance and fall (with some limited torque you can apply on the stilts) some stuff falls off and the stilts get shorter. Time limit with scoring based on stilt length, like Katamari. There is literally a VR game called Stilt already, but I think the skewing bit is novel.

I've tried out godot's multiplayer support a little bit, and it's actually okay, relative to like unity networking or udon. Still nightmare mode difficulty for testing though, and reduces the number of people that'll be ever play your shitty itch.io game from like 1 person to 0. So single-player gimmicks it'll be.