Interest Check Thread

Hello, I’ve got an old project i never finished with a certain concept i enjoy writing, I’ve felt like picking it up for some time now, so ill share it here so everyone else knows what is about and because i have to know what anyone thinks about it from the way i present it.

Right now i’m mostly devided on how the plot should come out, so i just present it how i see it and hope everyone gets the lore too.

**PLOT:
**
You’re trapped in a facility with something that doesn’t have a name — not one you know, anyway. You remember exactly one thing for certain: you’re human, and you were never supposed to end up here. Past that, nothing else.

The thing keeping you here treats the whole building like a game it built just for you — every door a new arrangement, every hallway a fresh chance to watch what you do differently this time. It’s patient. It’s been doing this longer than you’ve been able to keep count of how many times you’ve died trying to leave.

Find a way out. Find out who you were before any of this. And hold onto the one thing you’re still sure of, even when nothing else makes sense anymore — whatever your life used to be, it was better than this.

Now i call this the regular plot, and you can get into the game with that, but its not entirely the plot. Left to me I would make this the only plot and leave out the actuall story of your life for if and when you get out alive, but i realised some people will definitely want to know the story here even if it might be a spoiler, so i included it so to not waste anyone’s time having to play it first to find out.

MAIN PLOT (SPOILER)

Chrome Platoon — Full Backstory (Spoiler Section)
The first tear appeared directly above Manhattan without warning — a jagged rupture in the sky itself, edges lit with a sickly violet-green light, stationary at roughly a thousand feet, wide enough to cast most of the borough into shadow beneath it. There was no buildup, no warning shot whatsoever. People filmed it on their phones for nearly four minutes before anything came through, arguing in real time in the comments about whether it was a hoax, a government project, or the actual end of the world.

What emerged first was an absurd looking aircraft roughly the size of a football stadium — a floating, crab-like mass with black-red chitinous plating, too many jointed legs folded beneath a pulsing, bulbous underside, and no visible means of propulsion. It made no sound at all as it moved, which unsettled people more than screaming would have. It didn’t attack. It just hung there, drifting slowly lower, watching, while a second breach opened directly beneath it at street level.

The asphalt split in long, branching cracks, and a thick, grey-white sludge — closer to spoiled milk than anything organic, reeking faintly — began pouring up out of the gap. Climbing out after it came the first wave of ground troops: crab-like in rough shape, but armored in segmented, chrome-plated exoskeletons that caught the light like a thousand small mirrors, joints bending in places no human joint should, mandibled faces, and weapons built directly into their huge forearms that fired concentrated beams hot enough to punch through a car in under a second. Within the hour, similar breaches had opened simultaneously in over a dozen major cities worldwide.

The species would later be identified, imperfectly, as the Rhaaals. Roughly six hours into the invasion, their commander seized a live broadcast tower in Manhattan, killed the technician on site, and wore the severed head as a glove on his crab claw to serve as a communication device — apparently a genuine biological interface unique to Rhaaal anatomy — to deliver a message in fluent English through advanced technology capable of overriding every screen on Earth simultaneously, networked or not. Humanity had forty hours (one full Rhaaal day) to muster its complete military defense. Whichever side won the resulting battle would take total, permanent ownership of the planet. This was not posturing. To the Rhaaal, offering an opponent a genuine chance to win is the only form of conquest they recognize as legitimate; anything else is considered beneath them.

Everyone was in panic, most countries and leaders resolved no way whatsoever to actually win with their greatest weapons even, as their earlier attempts to use nukes failed and they witnessed a nuke, multiple actually, fade into nothing n impact with their ships. For them, gathering all the military forces they could seemed like the only viable thing to do.
A covert U.S. operation captured a single Rhaaal soldier during the opening hours before they all rendezvous at Marble hill, Manhattan. They interrogated it using the same severed-head communication method. The captive confirmed the ultimatum was genuine, and separately explained why nuclear retaliation against the Rhaaal command ships would fail: on impact, a warhead’s components would be instantly broken down and absorbed into the ship’s own structure, converted directly into repair material and fuel. The technological gap wasn’t close enough to bridge with brute force.

With an estimated 100 million Rhaaal ground troops and no viable weapon against their capital ships, world governments began preparing to commit conventional militaries to a war they expected to lose. The turning point came from an unlikely source.

A U.S. general, off-duty, was explaining a simplified version of the crisis to a young relative. When the child asked why they didn’t just drop a nuclear weapon directly on the Rhaaal soldiers, since they were all gathered in the open. He dismissed it — nukes couldn’t touch the ships, he explained — until the child pointed out that the ground troops themselves, having already left their ships to honor the “fair fight,” weren’t protected by whatever property shielded the vessels at all.

The general brought the idea to the White House within hours. An emergency coalition of nations agreed to redirect a fully ready nuclear response away from the Rhaaal ships entirely and onto their exposed ground forces instead. Simultaneously, intelligence extracted from the captive Rhaaal revealed a maintenance route into the rear of the flagship’s structure, usable to evacuate trapped civilians ahead of the strike. A new unit, designated Chrome Platoon — named, unofficially, for the mirror-bright plating of the very soldiers they were formed to fight — was assembled within that same window with a single mission: sweep Manhattan, recover as many survivors as possible, and move them through that rear access route before detonation. The plan brought to important ears by a child was the reason for humanity’s victory that day.

The child who supplied the idea that ended the opening battle is, 12 years later, you — now an adult working a low-profile lab-support position inside the CIA, secured largely through a deceased father’s old connections rather than any public recognition of your role in the war. No one else alive knows what you actually did that day. In this setting, the CIA’s jurisdiction covers supernatural, paranormal, and otherwise unclassifiable threats specifically, distinct from Chrome Platoon, which remains humanity’s active frontline military force against other species that want to take over or destroy the earth and even buyers. A decade on, Chrome Platoon still recruits openly and constantly, broadcast across every screen on the planet in a future where an invasion or outer-space battle is just another day for the chrome platoon, because whatever was hiding our planet from predators and buyers up until that 12 years ago, is gone, and if we do not protect ourselves, no one will.

So yeah, if you do not fancy heavy suspense, because even I can say thats a lot, then just check out what main story revolves around from the main plot.

For anyone wondering, the constant dying works with respawn i created with a loop mechanic, and it does have a limit. But the pattern does get easier with every death.

I won’t add them here for now since one’s still in work, but they’ll all be included when the demo is released. This is still being worked on, so please, take a look and let me know your thoughts.

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I’m working on a new vampire project, and I want to know what the general audience would like.

If you were to play a multi-part vampire series, which progression would you find the most fun or satisfying?

Which would you prefer? A human MC who…
  • Eventually becomes a Vampire
  • Slowly develops Magic
  • Stays Human
0 voters
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I’ve been checking throughout the day, and “become a vampire” and “develop magic” have been swapping back and forth as the winner. I can at least narrow it down and say that staying an ordinary person does not seem to be a widely desired outcome.

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What plays a role, at least for me, is that a human lifespan is limited in a way that vampire lifespans (and possibly magic user ones) aren’t. I don’t know how many parts that specific vampire series would have and what span of time it would cover, but being able to live as long as the vampires it is about seems like a good thing in any case.

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here to throw around another vague idea that came to me lol, would probably write it as a game jam-type thing

would it be appealing to anyone to play something ridiculous (but short and sweet) where your player character has 24 hours in-universe to get out of a marriage they desperately don’t want by any means possible :thinking: the setting would be your typical fantasy but with barely any focus on magic

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For the past few days, the magic option and the vampire option have gone back and forth for which is the winner. So I think it’s safe to say that people would prefer something supernatural happens with the MC. But it seems pretty split on specifics. I would give both as an option, but that’s way too complicated for a single story. I’ll probably end up choosing one or the other

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That sounds like a great short-game idea to me!

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Does any means possible include murder? :laughing: It sounds like it might be fun, though.

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murder is most certainly never off the table :eyes:

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Like the great Anna before me, I am writing a vampire project but I am stuck between two concepts for the story. So you guys get to decide which you like more. I will post the summaries first, then a little insight into the concepts. (these aren’t the final summaries and are just rough drafts.)

Until Sun Rise (Psychological Horror?)

Life has always been odd to you, not in a negative way, but rather it’s like you are an observer in your own life as it unfolds. You don’t know if it was because you were always surrounded mostly by humans, or if it was because you were destined for something greater as a Dhampir.

You are going to become stronger greater, something stronger as it was always laid out to you. A vampire just like your mother, but is that really what you want? or was it merely a path laid out for you brick by brick. Who knows, but you have been given the chance to decide for yourself by an outsider.

Will you forsake your heritage and your destiny to become a normal human, walk your own path as a dhampir or simply follow the road until the very end to become a vampire. Whatever choice you make, you will have two people to walk it with you.

The skeptically outsider, who doesn’t want you to become a monster. For he has seen many monsters in his lifetime. Or will you hold own to the living mayter, her entire existence has been dedicated to you, will you make the change for her?

Until Sun Rise (Romantic Comedy)

You were born a vampire, and you are probably going to die a vampire if that day comes. It probably won’t, since you are Dracula, and if anything was basically unkillable, then it is you. You have always gotten what you wanted, never worked for anything, but always got everything.

So imagine your surprise when your childhood friend, who promised that she would marry you, suddenly announces her engagement to some random bum. You have to fix this, you have to reclaim her for yourself.

However, a couple of problems in your plan have sprouted up, firstly, you only have one night to reclaim her and get rid of the annoying bum, secondly, a Van Helsing is hot on your tail. Sure, you are basically unkillable, but you aren’t the first Dracula, nor will you be the last.

So crank that charm up and keep up your guard, you have one night to claim her back for yourself. Or maybe someone else will catch your eye, you do get what you want eventually afterall.

Option 1

Only two Ros
Cult/town focus
More emphasis on the character themselves.
Fully customizable.

Option 2

Retelling of dracula.
four ROs
Limited customization.
More open exploration around Los Angeles.

  • Option 1
  • Option 2
0 voters
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Shoot! Your option 2 just gave me an idea for a retelling of Dracula. :joy: (But rest easy, I have too many ideas already – including one with vampires – to even consider new ones.)

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it’s a shame, but you can’t have too many ideas or it leads to problems.

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I gotta see the weird Dracula comedy game. We’ve got enough brooding sexy vampires. I want to play as a ridiculous moron.

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Time to replay Bloodlines again as a Malkavian! Albeit “moron” is not quite correct term for them. :grin:

Aaaand this compels me to install Bloodlines again. Even though I don’t ever uninstall it anymore.

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Hi everyone, I’m coming into the closing stages of writing this game I’ve been working on for over 4 years now on and off and just recently became aware of this forum (I had always just gone off the assumption that I should hold off on posting anything about it until is was ready for beta testing which I now realise was a bit stupid after seeing the extent of the amazing works in progress on the forum). But after reading through some of the posts on here I figured I would ask for advice on next steps.

The game is called Prodigal Grafted, and you play as the disgraced heir of a cybernetics megacorp in a partly drowned, near-future New York. Your father has had you publicly written off after a ‘breakdown’ he concocted and fitted you with a face-changing implant he can track and switch off. For reasons that aren’t clear yet, he’s sent you into a Brooklyn waterfront gang undercover to help destroy them. From there, you’ll have decide how to play the gang, and what your ultimate goals are in doing so. The systems revolve around the usual things like character stats, managing relationships and gear, but I’ve also implemented a lot to do with various cybernetic implants (called ‘grafts’ in this world) a player can choose to install which affect not only choices and routes, but also relationships and one particular ending.

It’s going to be a very long game by the time it’s completely finished. The drafted + coded txt file word count (according to prepostseo) is currently at around 750,000 words, and I expect the game to be over a million words by the time I’ve fully edited and coded the rest of the game (the prose of which is already drafted). I can’t give a super accurate estimate as to when I think it will be done as I’m a student graduating at the end of this year and depending on whether I can get a job straight out of university I might have loads of time or barely any time to work on the game from next year, but I would hope at the latest it won’t be more than a year until I think it’s ready for beta testing.

So, from here: should I make a new topic or hold off for now? If I attach a demo, how much of the game is it advisable to show?

I would really appreciate any advice.

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The psych horror reminds me much of 1966 WIP meets The Sinking City 2. :slight_smile:

Hey, it’s not stupid. Writing 750000 words over 4 years show impressive discipline and work ethic. Not to mention you don’t have to stress over social media, the pressure to update, and navigating paid tiers should you use Patreon.

How about a compromise?

  • Release 350000 words publicly. A hefty chunk that will make readers excited.
  • Release scheduled updates of the already completed code sections as you navigate the next parts of your life. Maybe… 50000 words every 2-3 months? The reliability and consistency will be very nice for readers. I think it gives you 16-24 months to write new content.
  • Take in feedback and possibly adjust the code already completed.
  • In the mean time, keep steadily working towards your completed game.

Alternatively:

  • Release everything you have. Readers enjoy a lot of content.
  • Keep working towards gradually updating the game.
  • Keep readers in the loop if life becomes busy. Most are lovely and understanding.
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Thanks for the reply!

350,000 is a lot more than I was expecting to release on the forum for a demo since that’s the length of some full games, but if that’s the way these things usually go I don’t mind. The game is split into 2 parts with an interlude, and part 1 is around 450,000 words so I guess I could just start with that.

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First of all, congratulation! 750k is no joke!

By all means, create the thread and post your demo, if you feel comfortable. Personally I wouldn’t post it all at once, for two reasons. Some people might get overwhelmed by the word count and decide not to participate in the beta. Most people who read works in progress like the feeling they can contribute something. On the other hand, the people who ends up reading may do so all at once without giving proper feedback. If you release one chapter every month or every two months people will participate more. The end of a chapter is a natural break point for the reader to come back to the forum and give you feedback on that chapter and discuss with other readers. That’s invaluable.

For an initial release, I’d pick a break point after hooking the reader in. That should be somewhere in your first 2 or 3 chapters.

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I will have to look into it, hopefully I like it.

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Honestly, release what you feel comfortable with. I seen demos with less than 1k words in them, if you have edited like 100k words then thats a good amount to start drip feeding to give yourself some time and pace.