Game Concept Feedback

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UNAF vs. SFP
UNAF vs. SFP's picture
Game Concept Feedback

Hello all!

A bit of inspiration struck me over head this morning. I have a tendency to bounce around projects and this fit very well into my other project's Cold War-esque setting.

The general premise is this:

You play the role of an interrogator assigned to uncover whether a captured individual is guilty of an accused crime. The player is presented with documentation that explains general information, their history, and so forth of the accused. The player can speak with the character and learn more of their side of the story through specific set questions. Afterwards the player will examine evidence from the crime and decide whether the character seated before you matches up to the description of the crime or is wrongly accused. However, the evidence presented may not always be true, as other officials are more than eager to take your place and all the "benefits" that come with it. You will need to rely on intuition and carefully examine the information to avoid "fixed evidence".

In some instances, the character may refuse to cooperate or is lying. The interrogator is equipped with several tools/abilities to extract a confession if need be (forced expansion, lying about witnesses, flirting, etc.). One particular tool/ability may be more effective than the others, depending on the character's discovered weakness. This does come with the risk of extracting a guilty confession from an innocent character (to avoid any further unpleasantness).

After your interrogation is completed the player will be either rewarded or given disciplinary action depending on the outcome (if the character was correctly or wrongly judged). With every successful interrogation the player is rewarded with different buffs to their abilities (purchased via in-game rewards) and a boost to their physical appeal (a necessary aspect of the world-building). If the player acts wrongly too many times, they will be "removed" by the authorities you serve. "You just won a free trip to Tundria!"

I mentioned earlier that the player is at risk of rivals seeking to remove the player. When moving between interrogations and misc. quests, one must be careful to avoid traps and not unwittingly fall victim to an envious coworker or enemy spies (Cold War-esque setting). Simple things like a cup of tea, a mysterious envelope, a kiss, a booby-trapped pen, anything could be your undoing. Your favorite Kolbasa vendor on the corner may be a Western spy! If you want to go the evil-route, you can spend your rewards to bribe other officials into falling for these traps and removing potential threats. Just make sure you don't bribe the one who set the trap in the first place!

Already got the world-building down to a T and started on some visual concepts. The game is meant to be cartoony to an extent, not full on sadist Rambo-torture porn. The setting is an entirely fictionalized world in the midst of a Cold War between a totalitarian alliance who refer to themselves as the Soviet Fellowship Pact (despite not actually being Communists) and the stereotypical "Gi-Joe"-esque United Nations Alliance Force. The whole setting makes light of the Cold War hysteria and frequently references or parodies culture from the era.

UNAF vs. SFP
UNAF vs. SFP's picture

Woops, didn't realize hitting "Save" meant upload it. My bad! Its overly-ambitious from the get-go. I'm open to any suggestions or ideas to extrapolate on.

-Toast

UNAF vs. SFP
UNAF vs. SFP's picture

Been working on a few little sketchdumps (mind you, very unpolished rough-work) lately to get get something developed. I've just about settled on the surrounding areas of the main facility, Amber Street. Its is broken down into three seperate locations; East Side (bus stop), Center (entrance to the facility), and West Side (Newspaper and Food Vendor). Included some reference images and a little information on the though process. Should have some interior concepts added after the holidays.

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Some exploration of named characters. You take the role of Inessa Tikhyova, the nephew of the organization's chairman. Inessa was forced by her mother to get a "real" job. Thus familial ties lead the hapless Inessa into becoming an interrogator, with little to no training at that. She is told that if she is able to raise through the ranks, she may do whatever job she pleases (*cough* leave her job and become a propaganda artist instead *cough*). She is assisted in her endeavors by "Mad" Mudry the inventor, a prodigy with a knack for creating the most unorthodox tools. Nonetheless Mudry is a useful asset, even if Inessa has to endure a barrage of sexual comments and conspiracy theories.

Included the minor character "Mother", the food vendor. I'm not settled on her appearance just yet. Also added a loose variation for the guards. If time allows, I'll be adding more variety to the guards, but for now these are just placeholders. Got more sketches in the works and started on some spritesheets. I won't have much to show for awhile aside from sketchdumps. Fingers crossed I'll have something more to show by the new year.

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-Toast

Edit: For some reason, I can't get the images to show the full resolution. Looking for a way to solve that issue.

HappyPhantom
HappyPhantom's picture

Sounds interesting so far, and I like your character sketches! Out of curiosity, how complicated will these interrogations be? More a 'L.A. Noire' style, or going down a 'Phoenix Wright' path?

UNAF vs. SFP
UNAF vs. SFP's picture

That's a difficult question to answer. I've only ever played L.A. Noire years ago, but I'd say the former (if it was 2d). I could save time and just present the evidence right away and leave all options open, but I'm a difficult sort and want to flesh out the characters more. Examining evidence will unlock more options to proceed further (more specific questioning, weaknesses, etc.). Effectively the player is judge & jury who decides whether the accused is subject to further questioning from a higher trial or for the investigation to be closed.