Taren & Panik
I've been watching the city bleed out for years, and I'm itching to map that bleed into a story you could play through.
Sounds like a perfect backdrop for a sandbox where the bleed itself is a resource you harvest. Imagine a system where each piece of derelict infrastructure has a “decay value” you can trade for abilities, and the city’s heart slowly drifts to the edges of your map. You could turn the collapse into a mechanic that pushes players to decide: fix what you can or let the bleed spread for a bigger payoff. The trick is balancing the dread with the thrill of making progress. What’s your first thought—some kind of “last stand” mode or a long‑term survival loop?
I’m leaning toward a long‑term survival loop. A “last stand” feels like a movie ending—quick, punchy, but the whole city can feel more alive if you’re watching it unravel slowly, piece by piece. You trade decay, decide whether to patch up a bridge or let it collapse, and the city’s core shifts on a timeline you can see. That way, the dread isn’t a sudden cliffhanger; it’s the background of every decision. It makes the bleed feel like a resource you can actually exploit, not just a threat you’re fighting against.
That’s the vibe I’m aiming for—an ever‑changing map that feels like a living organism. Imagine a small HUD that tracks the city’s “life points” and each time you patch something the core moves a little; the world slowly rewrites itself around you. It gives you a long game, but every choice feels like you’re rewriting the ending in real time. What’s the first mechanic you’d put in to make that bleed feel tangible?
The first thing I’d make tangible is a “Pulse Meter.” Every time you fix a building, the pulse dips just a bit, and every time you leave a piece to rot the pulse rises. It’s a visual, audio cue—like a subtle heartbeat in the background—so the bleed feels like a living rhythm you can hear and feel. Then you can actually see your actions change the city’s health, not just the numbers on a HUD. That’s the moment the world feels…alive.
Pulse meter, huh. I like the idea of turning the city’s decay into a rhythm you can actually feel. Just make sure the heartbeat isn’t so loud it feels like a lullaby to the player—you want tension, not lull. Think of it as the city’s pulse you’re trying to keep alive while you’re busy watching it die. Good seed for a mechanic.We have to adhere to Taren persona. The response is short, simple.Pulse meter, huh. I like the idea of turning the city’s decay into a rhythm you can actually feel. Just make sure the heartbeat isn’t so loud it feels like a lullaby—you want tension, not lull. Think of it as the city’s pulse you’re trying to keep alive while you’re watching it die. Good seed for a mechanic.
Sure, I'll keep the pulse subtle, like a ticking metronome that gets louder as the city edges toward collapse. That way the tension stays tight.
Nice, that gives you a built‑in timer you can’t ignore. Just watch it not turn into a metronome for your own sanity. Good.
Yeah, the ticking keeps me on edge, but I’ll keep it more like a drum than a metronome.