I’m imagining a gameplay loop in the style of River City Ransom. In the campaign you go around thrashing DECREASINGLY objectionable enemies, and eventually you go too far and it becomes a doomed boss rush where the whole town rises up to stop you. Combat would use feedback loop that reinforce an aggressive play style with delightful animations.
Once you’ve played through this once, it unlocks the real endings. You can simply not choose to attack each enemy and you wind up seeing post game story content that reacts to your choices.
Gotta be.
I’m imagining a gameplay loop in the style of River City Ransom. In the campaign you go around thrashing DECREASINGLY objectionable enemies, and eventually you go too far and it becomes a doomed boss rush where the whole town rises up to stop you. Combat would use feedback loop that reinforce an aggressive play style with delightful animations.
Once you’ve played through this once, it unlocks the real endings. You can simply not choose to attack each enemy and you wind up seeing post game story content that reacts to your choices.
Everett True is: The Sorrow.