shared world between me and avery

2 kids get stuck in an arcade. shit goes DOWN

rpg horror-esque

(this world is still a WIP so don't mind us-) -Avery

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SUMMARY
two teens are trapped in an arcade and are trying to escape. one's a technology addict who is a professional gamer, while the other is a street performer who can barely figure out how to even use a touch screen. one has seen some shit, the other has done some shit. this is their punishment.

MECHANICS
they have to solve a series of puzzles, most time based, or die. they go through dungeons/stages/levels and it slowly morphs into their memories and have to live through it again.

PHONE MECHANICS

HP
each gets 3 'lives', which are connected to phones they each get. they can get 'health' back by charging their phones after completing puzzles as a reward.
generally, the colours are set like the hp bars in pokemon: green, lime, yellow, red. green has no side affects. lime, you start to feel dizzy/tired/in pain, depending on your sensitivity, which is predetermined by the phone. yellow is aching pain in your chest, flaring to the other parts of you the deeper the yellow gets. red, you're either in excruciating pain if you can summon the determination to stay awake, or you're unconscious.
once you run out, you're dead. if you lose all three, the phone shatters from the bottom going up into shards, with the words "GAME OVER" displaying on the screen.

AFTMATH
usually referred to as "aftermath". aftermath either rises, stays at a static level, or declines, seemingly randomly. if they decide to test out it as they go, they'll find it changes depending on their decisions. 

AFTMATH is not aftermath. it actually stands for "affection materialization", and it rises the more closer they get. the higher the affection, the more the end will differ
in a way, it does mean aftermath - it determines how much it changes the aftermath of the journey. 

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ENDINGS
throughout the story, they have the options to either stay distanced or grow closer to each other by doing certain things to raise the level.
the amount of affection they have at the end changes the ending/remorse/guilt
they travel through video games and through memories to learn of what the other has done/has had done to them
in the end, the arcade's rules are that you have to kill the other person to leave.

ENDING 1
low affection: A, seeing what B has done, murders B in cold blood. A does not feel any remorse.
high affection: B turns around before A can do anything, and begs A to kill him.

HOW TO GET THIS ENDING:

ENDING 2
low affection: A tries to kill B, but B notices at the last second due to (INSERT REQUIREMENT FOR ENDING HERE)
high affection: A tries to kill B, but hesitates. they cant do it, so they throw the knife into the wall, which hits a chain and sends a chandelier crashing down into A.
B puts A out of his misery, but feels immense guilt for doing so, now B can feel what he has done.

HOW TO GET THIS ENDING:

ENDING 3
after the other two endings are completed, there will be a new game+. this new game is exactly the same except at the end, before they find out they have to kill each other, a feather is on the ground in front of them. one tries to pick up the feather, but it's too heavy. so the other tries, and as soon as both of them touch the feather, they're sent through flashbacks of the other 2 endings. they find out in the end, no matter which ending, neither is truly happy. this branches off into NEUTRAL and TRUE depending on what dialogue is selected.

*** WILL EDIT LATER, these will NOT be completely B oriented, i just dont have as good of a grasp on A because they're avery's character - cal

NEUTRAL ENDING
to get this ending, when prompted what to do, you have to pick B to talk as, and waver in your decision. B must pick "i dont know" when prompted what to do, instead of "......". they come to the conclusion that neither of them will be happy if they leave, so they resolve to stay here forever.

TRUE ENDING
to get this ending, when prompted what to do, B must be firm in their decision to leave, but firm in their decision for both to stay alive. they take a knife each in one hand, and the other's hand in the other, and walk down the corridor in defiance to face the mastermind of the arcade

the mastermind is JUNKO ENOSHIMA no im jk
its their conscience, grown with hate until it grew into a being and wrought karma

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CHARACTERS

A | 19 | korean
- gaming addict
- wears headphones, possibly a DJ
- tinted glasses because their eyes kind of suck
- has PSTD from a bank robbery?? idk
- prick, but outgoing
- tends to flinch rather than jump

B | 20-21 | american/korean
- came to the arcade to do his street magic
- quiet, an older brother type
- mentally blocked out the trauma of murdering his friends as a kid
- this block is removed throughout the game
- not very stable
- jumpy and skittish
- pyromaniac (only in idea #1)
- asthmatic - he's generally alright, he just needs to focus on not talking/holding his breath and calming down. its generally not that bad, but he cant talk without hacking his lungs out.
- B smokes and it makes his asthma worse but it's calming so he doesn't care.

THE B MURDER:
IDEA #1
B used to have a group of friends he hung out with when he was younger, and he did his tricks with them. one night, the girl on duty to keep the fires burning fell asleep and knocked over a lantern, setting the house ablaze. Everyone escaped safely except B's best friend, C, who's remains were consumed by the flame. B and C were very very close - they knew each other's secrets and worries and promised to be together until death do them part - and B sought revenge on the girl who fell asleep, D. B murdered D, because D murdered C. After a while, everyone comes to the conclusion that it was him, and to save his own skin he murdered the other two/three. B mentally blocked out the trauma of killing them until the block unraveled in the arcade. 

#1 BRANCH [OPTION 1]: C is still alive. B either finds out during his time in the arcade, or doesn't. This may be optional, and will affect his Guilt.
 #1 BRANCH [OPTION 2]: C is still alive, and is actually A. 

regardless of which branch, B will always have pyromania if IDEA #1 is used: the fire scarred him mentally and the loss of his closest friend was enough to twist it a bunch - some people laugh hysterically when under a lot of stress, and that's what happened. B carries a lighter with him everywhere he goes, and burns candles whenever he feels the urge to. his pyromania is under control due to the fact he tempers it with burning candles instead of buildings. 

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they both suck at charades. it sucks that they have to do it often.
whenever B's afflicted by his asthma, he has to do charades to communicate to A. in places like chase scenes that this isn't possible in a short break (since it takes a while for the message to go through), B writes wherever he can (his arm, the wall) with whatever he has at the time (wax from his candle).
if he has nothing and he's really desperate, he'd claw at his arm and scrawl his blood on the wall. 

something falls over
B: //loud shriek
A: aaaaand there goes my ears. great.

B: first 10 minutes in here, nearly dies
A: are you fucking serious

"i've never been good at charades. uhhh, do you want me to light one up then put out the flame immediately??" A truly, sucked at charades.
B just gives him a perplexed look.

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STORY (we'll update this as we go)

starts in an arcade/bar. A is doing gaming crap and B is performing magic tricks. A wandered backstage at some point during closing time and gets sucked into an arcade machine. they wake up in the arcade but it's empty and they immediately notice something is off. their phone and other tech is missing. their video game instincts come in and they find a phone, which they of course pick up, but it pricked them. they drop it in alarm and the screen lights up. it displays an RPG-esque styled format with their details.

(alskjdfladksj i want to update more but i need to head to sleep so soon!!) -Ave

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