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Stikkontakt (Design (Energy management (Player has up to 3 loads of energy…
Stikkontakt
Design
Energy management
Player has up to 3 loads of energy that can be given or taken.
2.5D "Fallout2" Paper Mario
Electronic appliances
NPCs can give / take energy
nonsense dialog
Choices have consequences
Player has different relations to NPCs depending on choices. Different choices and storylines depend on relations to certain NPCs.
Exploration opens new storylines but is not directly encouraged. Adding replay value.
Gameplay
Open / Use
Take / Give / Store
Jump
Drag / Push
Backpack / Items
Story
Stik is thrown away from a window as he is defected
a AA battery asks Stik to help him
Stik Helps him. The AA battery tells Stik that he wants to see the Sun before his battery runs out of energy.
Stik drags the AA battery outside to see the sun. The battery gives all it's energy to Stik to thank him before he dies. + 3 energy
Stik meets small bulb with a box over it's head.
He is embarrassed about the fact that he cannot use his light anymore.
Stik gives the bulb +1 energy.
Energy -1.
The bulb bursts in excitement and the box on his head gets thrown away.
Stik stores the box in it's backpack.
Bulb is now a friend
Box can be used to acces new area
Behind a building there is a Big D battery with a tail and a snout. (like an elephant) He is too exhausted to reach the charging station.
3 more items...
Stik doesn't give the bulb energy,
Stik goes on towards the city. DEMO END
Stik doesn't have any energy but tells the bulb that there is an empty battery in the thrash. The bulb thanks Stik and gives him the box. Stik Stores the box in the backpack.
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Stik ignores him.
Stik comes back
The battery is now dead.
Stik drags it out of the thrash and get +1 energy.
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Stik doesn't come back
Stik continues with 0 energy
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