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Feel free to fill in the details as you like. Or take parts of the idea and run with them.
Area A: The Neighborhood
Area B: The Market
Area C: The Construction Site
Area The High-Rise
Area E: The Red-Light District
upon completion of Area E, Areas A and B become inaccessible until later.
Area F: The Docks
Area G: The Slums
Area H: The Forest
Area I: The Secret Lab
Area J: The Facility
Area D': The Headquarters
Area G': The Ruins
Area B': The Battlefield
Area K: The Caverns
Area A': The Base
Area L: ????
Comments
I think...action game about an up-and-coming undercover DEA officer. He/she starts out on the trail of a strange new drug, just hitting the streets. Then they end up on the trail of what a conspiracy that goes all the way to the top.
Looks like fun, but I can't think of anything profound to say at the moment. Heck, not even something dumb.
Is this somehow something more than just a list of random words prefixed by "Area: The"?
The boss of the construction site is a crane that throws rubble, steel beams and shit.
(What do the apostrophes in some areas mean?)
Presumably means that it's the same physical location, but now has different context and is a different level. Maybe.
So... the Base is different from the Headquarters? And there is a rando Forest in between the Slums and the Secret Lab. H'okay.
It was my attempt at coming up with some sort of narrative for a metroidvania-like game idea, via the area progression. It was actually something I came up on a whim for a wonderpost over at Heapers' Hangout, but then decided that it was interesting enough that I might as well keep it around. I think the idea I had was slightly inspired by Mega Man ZX.
Yeah. One of the things I wanted to play with, as a narrative idea, was change in an area explored previously. Interesting to think about what would have caused it -- was it something your character did (or didn't do) or did it just happen in the meantime?.
For some reason, I imagine some sort of police or investigator type characters looking into some sort suspected crime thing, and then discover some sort of supernatural happenings. Which somehow involves buildings blowing up and stuff.
Action adventure in the vein of No More Heroes. Our protagonist is a lanky, nasal, pizza-faced neckbeard armed with a canesword and an Oddjob-style throwable trilby and dressed in trenchcoat, cargo pants, graphic tee and combat boots. After his favourite videogame No Touchy Please is cancelled by an unlikely coalition of radfems(objectification!), masculists(videogames are for losers, find manly pursuits!), a variety of religious caricatures and other assorted offensive stereotypes, he goes on a revenge spree against various figureheads. The locations serve as chapters for setpieces and bosses. QTEs are optional and manually activated by initiating a Bullet Time meter which enables counters that vary depending on the attack that is reversed(charged attack=button mashing, projectile attack=aiming and deflecting it, sparring=button push sequence). Setpieces parody various gameplay styles(a reverse stealth section, where you have to draw all the mooks' attention towards you).
^ Something like Ethnic Cleansing, except with net-dwelling neckbeard nerd instead of a Klansman as a protagonist? (And good gameplay, I guess.) I can honestly say this is gonna be fun.
Meh, both sides of the political spectrum should be skewed. Besides, crude ethnic stereotypes give zero creative material, whereas cultural stereotypes get a pass if you exaggerate them enough. What works better, a boss who constantly falls asleep and drinks versus a fart-propelled luchador with an buzzsaw-styled sombrero that directly counters our hero's throwable trilby?