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Jan. 6, 2018

No pictures today; I woke up exhausted and most of the work I get done before bed will probably be doodling art assets later.

To make something clear, when I talk about "winning" in this game, it's mostly shorthand? I mean, in the "competitive" version of the game, 3/4 of the players are going to "win" equally. I mean, they achieve the condition that removes their character from the game in a positive way story-wise... but that's a bit unwieldy. I want "losing" to be less about competition and more about character development. Being a ghost is hard, and it's not always happy.

In the meantime, more about the side roles:

  • The Target: The Vengeful's counterpart, the object of said vengeance. They counter the Vengeful by trying to protect themself from harm in some way (salt circles, leaving the country, obliviousness, what have you).
  • The Investigator: The Victim's counterpart, the person investigating their death. They are on the side of the Victim, but are thwarted by circumstance (they're a forensic expert and all the evidence is circumstantial, they're a child and nobody believes their testimony, etc.).
  • The Lost Love: The Lover's counterpart, the person who needs security/protection. They are beset by some threat (foreclosure of a house, someone won't leave them alone, nightmares about the Lover's death, whatever). Their relationship to the Lover need not be romantic; "love" is used here to mean "caring" rather than a strict romantic sense. They could be a child, parent, significant other, close friend, etc.
  • The Memento: The Shadow's counterpart, the key to the Shadow's memories. The Memento need not be a person, but it must be something animate (be it a person, a dog, a robot, a particularly unpredictable toy...) so that it can interact with its surroundings in a way directed by its player.

I am not a game designer (if that wasn't immediately obvious), so questions, feedback, and whatnot are appreciated.