Generated on Jan 18, 2025, 6:26:24 PMgemini-1.5-flash
Title: Hololive Horror: A Night at the Mansion
Game Theme: A seemingly cute and innocent sleepover at a mansion with the Hololive English talents takes a dark and disturbing turn as players uncover unsettling secrets and face psychological horrors.
Number of Players: 2-6 players
Game Duration: 60-90 minutes
Target Age Group: 16+ (due to mature themes and potential disturbing imagery)
Game Mechanics:
Deck-building: Each player starts with a basic deck of "cute" action cards representing their Hololive character's personality. As the game progresses, players draw cards from a central "mystery" deck that introduces increasingly disturbing events and challenges. These cards can add new, darker actions to their decks, altering their playstyle and potentially driving them to madness.
Hidden Roles: One or more players secretly receive "corrupted" character cards, subtly influencing their actions to sabotage the group and introduce more horror elements. These players must subtly manipulate the game to achieve their hidden objective without revealing their true nature.
Sanity Track: Each player has a sanity track. Certain events, cards, and actions will decrease a player's sanity. Losing all sanity leads to character elimination, but also potentially triggers powerful, desperate actions.
Resource Management: Players manage "courage" points, used to overcome challenges and resist the encroaching horror. Courage is spent to mitigate negative effects of cards, perform actions, and even help other players.
Event Cards: The "mystery" deck contains event cards that trigger narrative shifts, introduce new challenges, and reveal unsettling details about the mansion and its history. These events can range from mildly creepy to intensely disturbing, depending on the cards drawn.
Cooperative/Competitive Elements: The game blends cooperative and competitive elements. Players must work together to solve puzzles and overcome challenges, but the corrupted characters will actively work against them, creating tension and suspicion.
Game Description:
Hololive Horror: A Night at the Mansion begins with a seemingly innocent sleepover at a grand, yet slightly unsettling mansion. The Hololive English talents are gathered for a fun night, but as the evening progresses, strange occurrences begin to unfold. Whispers echo through the halls, shadows dance in the corners of the eye, and the cute and cheerful façade of the mansion begins to crack, revealing a darker, more sinister truth.
Players, each taking on the role of a Hololive English talent, must navigate the mansion, solve puzzles, and uncover the secrets hidden within its walls. However, not all is as it seems. One or more players may be secretly corrupted, their actions subtly influencing the game to increase the horror and chaos. As players delve deeper into the mystery, their sanity will be tested, forcing them to make difficult choices and confront their deepest fears.
The game ends when either the players successfully uncover the source of the horror and escape the mansion, or when the corrupted characters succeed in driving everyone to madness.
Winning Condition:
Cooperative Victory: Players collectively uncover the source of the horror and escape the mansion before their sanity is completely depleted.
Competitive Victory (Corrupted Players): Corrupted players successfully drive all other players to madness before the source of the horror is revealed.
Additional Features:
Character-Specific Abilities: Each Hololive English talent has unique abilities and starting decks reflecting their personality, adding strategic depth to gameplay.
Multiple Endings: The game features multiple endings depending on the players' actions and the cards drawn, ensuring high replayability.
Adjustable Difficulty: The number of corrupted players and the difficulty of the event cards can be adjusted to tailor the experience to different player groups.
Art Style: The art style will initially appear cute and inviting, gradually shifting to darker and more disturbing imagery as the game progresses, reflecting the tonal shift in the narrative.