You play as a demigod who every time you die you lose part of your humanity and gain power. So the game gets easier every time you die, but it can never be undone and the ultimate goal is to beat the game without ever dying. Maybe make it a love story where you can only be with your love if you can become completely human by getting to the end without dying. Make it just long enough to be worth doing again and again, and have the game heavily reward knowledge of the game.
It sounds quite story-heavy. Multiple endings would be cool to see in it. Unlockable endings or god-like ablities from specific 'easter egg' deaths could be neat too.
think the #problem is, why not just die ten times at the first level, get super - powered, and beat the level, think overall powers, or new abilities should be a ' reward ' for mastering the game, it's certainly easy to just walk off a cliff ten times, then have all the powers, beat the game fast, that's perhaps what most players are gonna do, and then most consumers won't really feel they got a ' game ', or it was worth money, etc etc . . . think it'd be more interesting to have a ghost, that was 80 % ' solid ', and for each death, that was reduced by 5 %, when reach zero you're 100 % ghost, can't affect the real world, and you can't stop the killer that made you a ghost, or you can't finish various ' unresolved ' problems, or message to loved one's on the earth . . . the advantage you get from being more ghost is that you can walk through walls, and complete the game a different way, and if you stay more than 60 % ' solid ' you could get a voodoo - priestess to make the ' spirit ' return to a recently deceased body, and get to live again, or you could choose to go to the afterlife, or perhaps go after the voodoo priestess as a poltergeist, and she sends the spirit to the afterlife, in that sense there are different goals, or ways to also finish the title, and it'd be up to the player how to do all that stuff, for instance if between 60 - 80 % not ghost, normal people could also see the player, and then one had to hide to avoid patrols, or risk alerting people to there being a ghost, anyway one could make four different skill trees, where one could buy skills depending on how ' ghost ' one was, etc etc . . . 0 - 20 % -- read minds, touch objects to see their past, astromancy 20 - 40 % -- walk through walls, x-ray vision, aeromancy 40 - 60 % -- limited invisibility, telekinesis, flight 60 - 80 % -- speak-to-living, pick-up-items, pyromancy that might be a fun challenge, also if there were different ways to finish the game, and one could perform quests for the living to gain back ' normal ' body, however if one uses one's powers too much that makes on more ' ghostly ', or if one harms the living // innocent then it's also a problem, or one goes more ' spectral ', or perhaps if one refuses to work on the ' unfinished ' business, or finding one's killer, not sure one could make that, bit interesting topics over what it's like to also be a ghost, or ' spectral ' wanderer, or whatever it's called, etc etc . . .