ShutUp & RogueTide
So, ever thought about crafting a game where the narrative itself is a treasure hunt, like a story you can actually chase? What would that look like?
That sounds like a solid framework. Build a core quest that drives the plot, then layer in side clues that only surface when you’ve cracked a puzzle or completed a task. Keep the narrative threads tight, so each clue feels like a step in a chain—no fluff, just direct progression toward the final payoff. It’s all about pacing the discovery so the player feels the hunt is worth the grind.