Dec. 5th, 2011

mcity: (omg onoz)
It involved a cartoon cat and a raccoon sneaking into a tiny clapboard and straw house on an island by climbing into an upstairs back window (via illogical Quick-time events), then finding it had marble floors, a ceiling fan, and was bigger on the inside, then seeing the owner of the house killing his wife who was in the rocking chair out front, then being unable to leave as a ton of people passed the suddenly much larger island on their way home from church as the owner talked to cops out front, presumably because of his wife's death, and some blonde woman sitting on the couch downstairs near the front door. Then our two heroes figure out they can hide in the attic.

Time passes, and the owner, now a cartoon cat, comes upstairs to start throwing crap out now his wife is dead. And now all three are 3D, like in a DoubleFine game. They cat and 'coon hide in some boxes, and there's a minigame involving dodging the homeowner's attention by moving boxes and between boxes when he's not looking, in order to make it out. Anyway, they make it out of the attic, and out the front door, and for the front gate, and are suddenly smaller, cuter, and joined by a turtle. The turtle has high DEF, the cat has high speed, and the Raccoon comes from an ancient line of raccoon warriors, has the best attack, and is the main character. Also, beyond the front gate is suddenly a casino.

At which point my dentist called me to tell me they'd have to reschedule my appointment today.

IDEA

Dec. 5th, 2011 10:44 pm
mcity: (Default)
Action horror game where the enemies don't roar before attacking. They can and will sneak up on the player when they are moving in the opposite direction, and the only real way to detect them is to frantically check your back all the time or listen carefully for the faint rustle, which can be difficult in the middle of a melee when larger, hardier enemies are roaring and charging. For extra distraction, ranged enemies will attack the player, and on occasion the ranged foes will draw the player into ambushes while the stealthier units harry it from behind. (To have an incentive for the player to chase them, there are alarms the ranged foes can activate, which draw even more monsters to the area.)

Yes, I'm proposing a game where the enemies use MMO tactics on the player.

EDIT: Big, churchlike area with lots of glass. Player thinks they'll hear the sneaky guys coming. Then they keep hearing the sneaky guys on the glass, really close. Then they realize they're crawling down the columns. The far side of the columns, so the player can't stand in the middle, or they'll be overwhelmed by several sneaky guys at once.

This would be the controller-snapping part of the program.

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