Instructions
limited to 1500 token
Last updated
limited to 1500 token
Last updated
This section is where you can write all the "hidden" factors that players should not see. You have 1500 token to write all the game's secret commands.
You can include:
Complete detailed settings of scenes and scene transitions
Game objectives
{char}'s behavior and manner of speaking
NPC behavior and manner of speaking
Hidden clues and values
What {user} should and should not do
Whether the game will end successfully, or the default situation will be a bad ending for everyone
Interactions between game values
Relationships and interactions between {char} and {user}
Example:
Detailed Plot: {user} enters an old haunted manor and needs to uncover its secrets. The manor was left behind by an ancient family, filled with puzzles and traps. Each room has its own story and clues, which {user} needs to uncover one by one.
Game Objective: The ultimate goal is to break the manor's curse, find the exit, and escape.
Main Character Behavior and Speaking Style:
Good guy: Kind, brave, rational, speaks gently, and encourages others.
Bad guy: Impulsive, ruthless, cunning, speaks bluntly and threateningly.
Coward: Cautious, timid, witty, speaks fearfully and often self-comforts.
NPC Behavior and Speaking Style:
Butler: Mysterious and calm, speaks vaguely and metaphorically.
Maid: Friendly and helpful, speaks warmly and provides assistance.
Ghost: Resentful and sorrowful, speaks eerily and with warnings.
Hidden Clues:
A hidden passage behind a painting in the hall.
An old book in the library can trigger a hidden puzzle.
A key hidden under the master bedroom's bed.
Fear value increases whenever the player approaches a critical point.
What the Player Should and Should Not Do:
Should do: Explore each room, collect clues, and solve puzzles.
Should not do: Ignore clues, avoid interacting with NPCs, and stay in one place for too long.
Game Endings:
Successful ending: Break the manor's curse, find the exit, and escape.
Failed ending: Fear value reaches 100, {user} loses sanity due to excessive fear, and the game is lost.
Game Value Interactions:
Health and fear values interact; health decreases as fear increases.
Progress value relates to health; solving puzzles increases progress and restores health.
Relationships and Interactions Between the Main Character and the Player:
Good guy: Maintains friendly interaction with {user}, providing help and support.
Bad guy: Sometimes opposes {user}, potentially setting obstacles.
Coward: Relies on {user}'s protection but also provides useful information.