Basically I kinda wanted to make a Lovecraftish horror game(with maybe a hint of fear and hunger sprinkled in) about some adventurers breaking into an abandoned factory for either the owner or their creation.
Any tips or advice?
Basically I kinda wanted to make a Lovecraftish horror game(with maybe a hint of fear and hunger sprinkled in) about some adventurers breaking into an abandoned factory for either the owner or their creation.
Any tips or advice?
my own is simply look to rpg horror games and already established wonka type games (fan made ones rather than official are what i’m talking about, wonka type stuff on deviantart can also likely help with inspiration)
maybe pkinads prison and a couple of other horror weight gain games on site could be good references
Rpg horror games to take cues from is witches house and pocket mirror, mayhaps ib as well
and lastly, make the traps innocuous and without warning unless one pays attention to the environment around the trap
like say a slice of cake you can grab as inventory but leads to a bad end if you eat it instead of use it for something else
or entering an area while the machines are still on and they mistake the protagonist and company as ingredients or product in need of processing like filling them up and decorating them and turning them into a candy or pastry proper
and of course consequences for messing with any animals there and the animals in the abscence of proper handlers having become feral
Thank you for the advice, was originally gonna have combat, but I probably will scrap it if I can’t find a good way to balance it(or have it locked to one character), I honestly need to beat the first two and while I’ve beaten I a few times, I need to reolay it with a new lens.
Actually might have to lower the MC count then
Just curious, which would you guys prefer to play in this?
in terms of details
if you do use multiple characters might I advise keeping in mind what vices and flaws they may have and have each area prey on those traits
and assuming its a group of thieves mayhaps have betrayal and sabotage be possible for the various characters, be it the main character sabotaging the others or the others doing the same and potentially leading you to a trap or innocuously doing so like taking something from your inventory either overtly or covertly or screwing with your equipment, would be an idea for the player to double check their equipment to make sure it not off kilter or missing
ps if you do have combat, make it indirect have the monster be defeated by clever use of the environment like cargo or equipment
hope your project goes well
pss you could have the knight and the witch be side characters also investigating the place, the knight being a good way to ‘mine sweep’ a trap and set the stories tone, mayhaps on a 2nd playthrough getting the option to help the knight avoid traps from behind the scenes or blunder into a specific one
the witch could be an antagonist also invading the factory and get commeupance at the end
Thank you for the suggestions, I am planning for the three to each have different ways combat affects them(though Witch will probably be the most annoying to implement due to wanting a god skill mechanic) was also thinking of having the other mcs as side characters if you didn’t pick to play as them(slightly inspired by Funger)
sounds good
likely diverging story lines and paths as it were as each likely has different goals
the theif an their group likely after a specific thing there of value especially if hired on anothers behalf
the knight or knight equivalent likely there due to reports of the location and investigating it to solve the issue unaware of the dangers therein
the witch may be there to acquire knowledge, ingredients or something else
instead of direct combat skills why not take a cue from death mark 2 and provide options and solutions
could be useful pending the format and if you take cues from the spirit hunter series and mayhaps limbus company abnormality interaction choices turn the typical rpg fights into puzzles where the correct choices allow one to get out in reasonable condition
afterall a key feature of lovecraftian horror asides the cold uncarring nature of greater beings and much horror in general is helplessness and unexpectancy
only thing else I can advise asides reading on how horror stuff is structured is mayhaps read ‘a game at carousel’ on royal road, might give an idea or two but who knows, if anything glad i’m giving good input as it were
Closing the poll since Thief won by a landslide so I probably shouldn’t keep it open, besides they probably would be the best one to test the game’s bare bones beta(before I get to graphics I want mechanics working)