I have an app idea here that I'm looking to connect with a developer for. If you've ever played the 'Out of the Blocks' app made by RESN - (available free on Airspace) you can get an idea of how something like this might work.
GIANT MONSTERS
You control a giant monster, Godzilla-esque, marauding through the streets of a big city. The game is split into two phases, 1) Rampage Phase, and 2) Battle Phase.
Gestures:
FIST: make a fist to control your first person camera, movement limited to 160 degrees in front of you.
SWIPE: swipe left or right to attack with the respective arm(s). If an item is currently held in that hand you will attack with it, dealing additional damage.
CIRCLE: moving two fingers in a circle around a nearby item will pick it up into a free hand
POKE: move your cursor over the left or right item sections of the HUD and poke into it to throw that item towards the center of your screen.
RAMPAGE PHASE: during this phase you will be controlling a giant monster who is always moving forward, essentially on a wide rail between the high canyon walls of the buildings and skyscrapers on either side. First person view, 50-feet above street height.
You can adjust your heading to gain access to the buildings on either side, but you are never able to stop completely or to turn around and walk backwards on your own. At certain points along the route you may come across branching paths that give you access to alternate routes, increasing replayability.
Destructible buildings and structures line your path and dot the streets; destroying as much as possible, especially high value targets or bonus objectives are key to getting a high score and in-game currency. You can destroy things by using a melee swipe or throwing items that you‘ve picked up. While carrying items your melee attacks will be stronger, but each item will take damage and eventually be destroyed after using it too many times as a cudgel. There should be many items to pick up throughout each level; cars, sections of buildings, billboards, I-beams, trees, etc. While your camera is pointed towards the buildings your forward momentum will be slowed by ~50%, allowing more opportunity for destruction.
Destructible structures are made up of individual pieces, as if they were built out of stacked soda cans; when a certain percentage of them are destroyed the entire building will collapse. Each individual piece (or as many as possible) can be picked up and used as weapons to further your destruction. Some buildings can be composed of non-uniform shapes (think LEGO bricks, differing lengths and widths) to add diversity. Since you never look backwards the world behind you can be unloaded, allowing more available memory for destructible bits and debris.
BATTLE PHASE: during this phase you will be less mobile, engaging in combat with a boss or a single truly gigantic building/facility/structure that must be completely destroyed. If engaging with a structure you will be moving around it repeatedly with a time limit until enough of it is destroyed to trigger victory (think moving in a circle around a giant cooling stack for a nuclear power plant).
Each quadrant holds an item that has been picked up and can be used in melee or thrown. Two items can be held for the basic monster, or up to 4 if a variant character is selected. Examples: a Tentacle Thing with dozens of prehensile arms, a Huge Gelatinous Blob (items are just stuck into himself), or a Giant Porcupine (top two items impaled on spikes). MP/energy is used for special attacks. If your HP is reduced to 0 you end the stage in defeat, but keep all currency accrued during run.