Take Care
A downloadable game
Overview
Strategy/puzzle game based around the hacking minigame from Deus Ex Human Revolution
Working Title
Take Care
Story
The Lovelace is a generation colony ship bound for Alpha Centauri. It is meant to carry humans to the far-away star system to establish a new home for humanity. However the ship's AI, Caretaker, has gone rogue. It trapped the command staff in the bridge, and the crew in the underdeck. You are a member of said crew, a software technician. Your only hope is to hack into an access panel, make your way through the ship's systems, and shut down Caretaker remotely. Just don't get caught.
Core Principles
- Starting out as a slow, methodical game of strategic risk, switching to a panic-filled sequence of pressing shit quickly
- Multiple options for how to approach a stage
- Rewarding the taking of risks Core Mechanics Nodes and Paths
- Each map/stage is made up of nodes, representing vulnerabilities or key files
- Nodes are controlled by either you or the enemy
- You have your home node, where you start from. This node is controlled by you. All other nodes are controlled by the enemy
- The target node is the node that you must control to complete the stage
- Each node is connected to at least one other node by a path
- You may attempt to take over nodes controlled by the enemy if they connect to a node you control by a direct path.
Hacking
- Choose a node that the enemy controls connected to a node you control
- Taking over the node takes a set period of time. Varies by node
- After it has been hacked, there is a random chance of detection
Two Modes of Gameplay
- Mode 1: Strategic hacking. You take over nodes, with each node giving a chance of detection. If you are detected, the game switches to fast escape
- Mode 2: fast escape. The security systems start to come after you, tracing back to your starting node. If they reach it before you hack the target node(s), you lose
Style/Aesthetics
- Futuristic
- Black background, neon colours
Sound Design
- Mainly digital, synth sounds
- Calm, slow music before detection
- Frantic, fast music after detection
- Music cuts right as you pass a level with an "access granted" message
Potential Extra Mechanics
Types of Nodes
- Regular - connect to over nodes
- Target node - complete the level
- Storage node - checkpoint to save the game
- Chest - contains a one-use powerup
- Shortcuts/jumps - high detection rate nodes that bypass long chains. More likely to finish the level if you are detected, but more likely to be detected
- Firewall - blocks capture of any nodes connected to it
Neural Network Adaptation
- The game adapting to what you do, avoiding strategies that don't work and doubling down on ones that do
Levels
- Each "level" represents a unique section of the ship, and gives you a unique benefit when you clear it
Different Types of Hacking
- Choose which one you use at the start of the level?
- Regular hack - middling speed, middling detection
- Fast hack - fast speed, high detection
- Slow hack - slow speed, low detection
One-Use Upgrades
- Trojan - instant, 0% detection chance
- DDoS - slows tracing when detected
Status | In development |
Author | Saviteur |
Genre | Puzzle |
Download
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