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Gameplay Implementation:

  • 2D sidescroller/runner

  • Must pick one of three dialogue choices, which then is executed by a command:

  • action command/ wario-ware style mini 'games' (inputs) to execute sending the command

  • Two things happening: stability and action commands

  • add difficulty: closer keyboard messups

  • Detective game movie

Game summary:

  • Two 6 year olds are in a trenchcoat, posing as 12
  • 12 year old pairs up with fake 12 year old to be 24 (in a trenchcoat)
  • They all want to go to the PG-13 movie based on their favorite detective video game.
  • They team up, but 12 year old doesn't know that 6 year olds are two 6 year olds.
  • Sidescrolling (left to right) infinite runner game
  • Game has two modes: Story mode and Endless mode
    • Story mode has intro and ending cutscene/comic (game ends at a certain distance, showing movie cutscene)
    • endless mode is the same gameplay, with no ending

Story mode potential:

  • Game begins as 6 year olds, same game (but 2 thought bubble choices)
  • Then partway through, they meet the 12 year old, both recognize each other's idea, then decide to team up

Gameplay loop:

  • Player character autoruns/walks forwards.
  • Then, an "adult" (could also be two kids in a trenchcoat) walks towards you, and asks a question. You choose from one of three answers (or two in (6+6) year old mode).
  • Choosing an answer initiates action command. We implement as many varieties of commands as possible.
  • Everything keeps moving on the screen at all times. If you don't choose an answer to the question in time (before you walk past the asker), you get a suspicion strike.
  • If you utterly fail the action command, you get a suspicion strike.
  • Three suspicion strikes and it's game over.
  • Constantly, as you walk forward, your stability meter is decreasing. At any time (except for the middle of another action command), you can press the "restabilize" button to bring up a restabilization action command. Completing this will slightly refill your stability meter, but failing will lose you some more stability.
  • If stability meter hits zero, you immediately lose (fill up all suspicion strikes), as your stack of children collapses, and the ruse is revealed.