Mockup Compilation 1 (Patreon)
Content
Virgin Eater Battle Card GB Color -a village at the base of a mountain is plagued by a horrible, ancient curse: whoever gets too close to the mountain temple is transformed into a terrible monster. The only person who can enter, unchanged, is the resident Virgin Priestess-- groomed from an early age to suppress her desires and make a journey to the bottom of the temple upon reaching the age of 21. Armed with a deck of mystical tarot cards, she is to due fight for her own soul, and those of the unfortunate wannderers in the depths of the temple. The cards can be used to absorb the evil energy, letting the lost souls pass on while lending their powers to aid her in her journey. At the bottom of the temple is said to hold a crystal that can break the curse, but it is guarded by the evil warlock, Taintanus.
Grim Phenomenology - private agents Jung and Rodchenko arrive in a remote village at the request of a high-priority client (who wishes to remain anonymous). their job, while sometimes unorthodox, is fairly routine to them by now: locate and retrieve whatever object is behind the anomolous activity marked at the specified coordinates. within minutes of entering the town, however, the image of a large, singular eyeball superimposes itself behind the agents' eyelids, gazing into them whenever they shut their eyes. first you surrender your conscience, then it takes control of your identity, and then its only a matter of time before its influence reaches your basest sense of self.the idea stemmed from the idea of a landing page scene (that featured a great big eye) with some flavour text updated to show your progress, and a sidebar where you can select on of 5 or six minigames. completing the minigames adds progress to your investigation until you're prepared to confront the boss and retrieve the book or the stone or whatever. I thought it might be a simple format that could be iterated into a sort of anthology series
Robo Vampire 88: The Game -based on the public domain movie of the same name, the game would retell events from the original script through squad-based missions involving turn-based combat with snapshots from the film sprinkled througout. the layout of the combat here is informed by the cheesy flash-era rpg, AdventureQuest, which was chalk full of terrible art and animations. It had a central hub town, from which you could initiate random battles or accept lengthy story quests. Something I would have done here is get a writer to work up a few additional scripts for plotlines and villains that weren't in the movie, because the original script left a lot of room for that kind of thing. I think this would be a fun way to approach a game adaptation of an old public domain movie anyway, but I'll save it for another time when I can put my heart into it.
Wolf-Man Warehouse -this was a tiny concept sketch with an animated character. the game would have you as a werewolf in an amazon-like warehouse facility run by humans and staffed by monsters. you have to solve puzzles as a werewolf and bypass union busters in your human disguise to get enough signatures in order to unionize all the monsters.
Flytrap (Vinegar Gameplay Test) -this was a little test to accomplish two things at once. first I wanted to see if I could incorporate a chase/escape room scene in my horror dating sim project. second I wanted to test out a simplified approach on the classic 1st person dungeon crawling genre, where instead of turning the camera with the players direction, the player stands on the edge of the room and navigates the floor with a fixed camera. this greatly reduces the headache of implementing the system, and the test shows that it plays just fine.