In an earlier post, I pointed out that the girl is obviously imprisoned here against her will. Yet, there aren't any signs of imprisonment. In fact, the drawbridge that keeps the girl locked in the room was left down. How could a guard forget to keep the prisoner locked in her cell? Leaving the cell door open lessens the excitement of escape. Here's roughly how I picture the game play should begin.
The girl wakes up in her cell room. After moving around she notices a loose tile on the floor, By shifting it, she discovers the floor has crumbled beneath. A passage opens downwards. Following the passage, the girl crawls into a hidden chamber full of strange artifacts. The only way out is a barred door, but in the center of the room, there is a statue wearing a strange necklace. The girl picks up the necklace with curiosity, and tries it on. Suddenly she glows red, and a short cut scene whisks the player through a series of doors and rooms to an abandoned storage area. Lying in a heap on the floor is an unused robot, strewn with cobwebs. As we watch him, he lights up (with the same red color as the girl), and then begins to slowly move. The player discovers that he/she can control the robot, and works their way back to the girl's room On the way, we encounter an evil guard robot and must defeat it before finally reaching the barred door. The robot smashes through the door revealing the girl standing on the other side. We are then treated with a very short cut scene of the girl examining her new metal friend. From here, the real adventure can begin.
The initial escape should not be easy for the girl. It should be harder for her to find a way out. Note that I said the GIRL must work harder. I don't mean make the puzzles harder fro the player. There is just so little preventing the girl from breaking out, that the audience is left wondering why she hasn't already. Also PLEASE give the girl (and the player) a chance to be amazed that this magical necklace can control a robot. There's no sense of surprise on the part of the girl, almost as if this is a normal occurrence.
The girl wakes up in her cell room. After moving around she notices a loose tile on the floor, By shifting it, she discovers the floor has crumbled beneath. A passage opens downwards. Following the passage, the girl crawls into a hidden chamber full of strange artifacts. The only way out is a barred door, but in the center of the room, there is a statue wearing a strange necklace. The girl picks up the necklace with curiosity, and tries it on. Suddenly she glows red, and a short cut scene whisks the player through a series of doors and rooms to an abandoned storage area. Lying in a heap on the floor is an unused robot, strewn with cobwebs. As we watch him, he lights up (with the same red color as the girl), and then begins to slowly move. The player discovers that he/she can control the robot, and works their way back to the girl's room On the way, we encounter an evil guard robot and must defeat it before finally reaching the barred door. The robot smashes through the door revealing the girl standing on the other side. We are then treated with a very short cut scene of the girl examining her new metal friend. From here, the real adventure can begin.
The initial escape should not be easy for the girl. It should be harder for her to find a way out. Note that I said the GIRL must work harder. I don't mean make the puzzles harder fro the player. There is just so little preventing the girl from breaking out, that the audience is left wondering why she hasn't already. Also PLEASE give the girl (and the player) a chance to be amazed that this magical necklace can control a robot. There's no sense of surprise on the part of the girl, almost as if this is a normal occurrence.