Indie Dev

Hello Guest!. Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, sell your games, upload content, as well as connect with other members through your own private inbox!

Game Over in stealth-puzzle game

YGM7

Villager
Xy$
0.00
I am working on a stealth/puzzle type game at the moment, and I wasnt sure if this mechanic was appropriate for the genre. What I have at the moment is a health system where every time you get spotted you go back to the beginning of the map and your health decreases (I make a point in stating that the guards are dangerous beforehand in the game). When your health reaches zero, you, of course, get a Game Over. There are also health packs/First-Aid kits scattered around the world.
My question is: Because its not an action game per se, and more of a "sneak around and solve puzzles" sorta game (with some horror elements), does it make sense to have a Game Over mechanic? Or should I just have the player be sent back to the beginning of the map every time you get spotted without any health mechanics?
Thanks -- Any opinions would be appreciated.
 

Suffolk

Villager
Xy$
0.00
I would like to suggest check points in the game. After I solve 1, 3, or even 5 puzzles. Set a check point. When I am spotted and lose 1 HP I go back to the last check point. If I run out of HP all together, send me back to the start and reset all puzzles.

If you want to send the player back to the beginning each time they are spotted, the HP element may be worthless.

I like the idea that even though I failed at a puzzle, I do not have to start the whole game over all the time. It may give your players a sense of accomplishment and add a layer of excitement so that they know they only have 5 more tries to win the game. (depending on current HP of course) .

Another way of looking at it could be "lives" in the game. HP packs could be extra lives to try and beat a level, whereas when all your lives are gone you start over. When a lose of life occurs, you start at the last check point (i.e. start of level)
 

YGM7

Villager
Xy$
0.00
Yeah, I was thinking something like "lives." Because of the menu system I am using, (one that I made from scratch without all of the default options) I am not using the built-in HP system. For "health" I just have a variable that will decrease and increase for different occurrences (being spotted/health packs). The health can be viewed by pressing a button on the keyboard (I have yet to find a way to have a variable permanently displayed on screen. So annoying :) ) Also, I just was worried that this whole system would take away from the story of the game, which is something I have worked very hard on and would not want to be taken away from by one mechanic. In my head, the original Metal Gear for the NES did this well (having a Game Over while keeping to the story), but I'm not sure how it will hold up today. The game doesnt really have action combat or turn based combat either. Everything is puzzle-based. (Using a gun from a correct line of fire, etc)
Thanks
[doublepost=1458746126,1458737163][/doublepost]Also, forgot to mention: When the variable hits below 1, there is a Game Over.
 
Top