Game Design: "Ghost Worrier" (Player Character (Colours: Bright…
Bright but less so than NPC/Collectables etc
Always Starts in Basement next to Gravestone (acts as home base)
Objective 1: Save house by disrupting work
Objective 2: Don't get double deaded
Objective 3: Just have fun with it
What Works for a Ghost?
Same issue as above
Moving alarms? Cant hurt but can alert?
Collectable: tools/Lunch, Weapon? <-Might not work sense wise
Best option as I want the torch mechanic if possible and the rest wouldn't be there at night
Colours: Bright, Obvious to stand out against background
Colours: Dark, Dirty, Muddy shades to contrast pick ups etc
Ways to differentiate levels?
Start Levels remain throughout but shift and change with advancement of "days"
New challenges with a new day
Mirrors/Salt Line/Blank as impassable by ghost?
NEEDS TO BE MULTI SURFACE APPLICABLE TO WORK
Some timer style mechanic? based around failing ghosty positivity?