With all the Venture Bros. excitement and new eyes on the site, as well as the dearth of updates on various projects, I thought I should share a small peek at the prototypes very slowly being assembled.Read More
Lack of control is a consistent element in horror, and I believe an effective design for Project Host Master would be to make a game where control over horrific entities slips from and returns to your grasp as easily as your emotional state can swing when the right monstrous creature lurks around the corner. There should be some control; players should have agency and a number of options when decision-making. But consistent with the theme established in Diary #0, the things created, or summoned, or whatever by the Players' Characters should regularly test the limits of their controller's control, and if given a chance, break free to cause havoc of their own desire. The environment is intended to be a threat in this game, so the feeling should permeate that anything here could be used against you. This along with other elements to be revealed, will hopefully help distinguish this game from being a re-themed dungeon crawler.
I'll list the basics I believe the game design needs to get started, and briefly brainstorm on each to see what kind of system I should be trying: Variety from the Start; Horrific Stats; Highly Modular Map Tiles; Game-Controlled Enemies; No Player Elimination; Emergent Victory Conditions.Read More
Hosts & Horrors
What I Want in One Sentence:
A mix of hunting prey and being hunted by predators, while both crafting your environment and surviving the environment crafted for you.Read More