Help! It's a hero! by cvaneseltine
Save the hero!
Wait. No. Second try.
Save the monster FROM the hero!
Navigate the dungeon (read: wide-open space) to find hidden monster parts (read: in boxes)! (But they really are monster parts.)
As you increase your monster's Stealthiness or Scariness or Sneakiness, you increase your monster's chances of survival. But unless you can figure out what kind of hero is coming, you won't know how to maximize your monster's survival!
Also, the heroes are all named Rupert. I apologize to everyone named Rupert.
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Tech notes:
It's not your speakers. There is no sound.
The Windows build is only working correctly in windowed mode. I apologize for this problem.
I also apologize for the scrollbar above. The web link below will not have a scrollbar. Please note this is a Unity web player. Firefox is recommended.
Wait. No. Second try.
Save the monster FROM the hero!
Navigate the dungeon (read: wide-open space) to find hidden monster parts (read: in boxes)! (But they really are monster parts.)
As you increase your monster's Stealthiness or Scariness or Sneakiness, you increase your monster's chances of survival. But unless you can figure out what kind of hero is coming, you won't know how to maximize your monster's survival!
Also, the heroes are all named Rupert. I apologize to everyone named Rupert.
---------------
Tech notes:
It's not your speakers. There is no sound.
The Windows build is only working correctly in windowed mode. I apologize for this problem.
I also apologize for the scrollbar above. The web link below will not have a scrollbar. Please note this is a Unity web player. Firefox is recommended.
The text in general was great. The idea I also liked. The game mechanics didn't do much for me though. Fundamentally, you decide on a strategy: "I'm going to be cute/scary/stealthy" and then you focus on that, using what contributes to that goal and discarding what does not. I figured that out on my first playthrough, and so that and subsequent playthroughs were a case of just going with the one very obvious winning strategy. Furthermore, in all cases I got a "yup" with plenty of time to spare, which really took the air out of the sails of any tension that was supposed to build on the hero's arrival.
Another thing: scary/stealthy/cute were pretty much just cosmetic modifiers. There was no gameplay reason in any context to pick one over another, just as long as you decided on one. Your text, once again, came to the rescue somewhat as a differentiating factor, but again it kinda left me cold.
Vague thoughts that on improvement:
1. Have a gameplay difference for cute/stealthy/strong. I'm not sure what exactly... maybe being strong lets you wear more disguise elements or something.
2. Find a way of preserving the tension on the hero's arrival. Maybe it would be a good idea to find some reasonable way of leaving the player in suspense about whether their disguise is good enough -- although it might be tricky to balance that with giving the player proper feedback to keep the game playable and fair.
3. Show the hero coming into the dungeon. I'm sure it was just as a result of the time limit, but I really felt that that was sorely missing from the game.