Shadows of Doubt

Shadows of Doubt

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Imagine if the killer could go after you.
My idea is there is a hidden bar the player can't see, and the more the player talks to witnesses or people near the crime scene, the more the player is caught in the crime scene, and whenever the player is caught looking for evidence (for example in the killers apartment building, or broke into their workplace/ got a guest pass, the more it fills up. when it fills up the next target is you.

If you look you might see the killer following you, stuff moved in your apartments (I have 13 because I can), people tell you someone is following you, and more. Add a feature that takes a not short but not too long time to search yourself for bloodhound trackers, let the player do it whenever.

Of course if someone sees the killer tracker while you're at the bar or talking to someone, people will attack like they do to you, so add bar fights and random brawls to add atmosphere and to not make it obvious that "oh fight that's the killer."

If the killer is a sharpshooter, the apartments across the road from the ones the killer sees you use might get broken into. After the killer decides it's time, they attack. Add a setting that makes it either if the killer wins, either the killer leaves the city and you lose, or you can make it where you actually die.

Add expensive furnishings, maybe only allowed in echelon apartments to make them more useful, like a tracker scanner you can put in your doorway that beeps if you have a tracker on you. It can also help find the killer, like you can on purposely get caught in the crime scene and talk to a lot of people, then when people say you are getting followed, grab a sword, ballistic armor, bandages, charcoal tablets, and all of that, then fortify in your apartment.
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Showing 1-12 of 12 comments
Goldilox May 5, 2024 @ 8:22am 
Wouldn't that make it really easy to catch the killer though? Just wait for them to come to you
schwarzrotes May 5, 2024 @ 12:18pm 
if a killer would decide to go after you he would kill you
why should people tell you you get followed when even in game people who claim that are advised to take pills just they imahin it
i see no point in this beside an frustating gameplay option with no real value
Originally posted by schwarzrotes:
if a killer would decide to go after you he would kill you
why should people tell you you get followed when even in game people who claim that are advised to take pills just they imahin it
i see no point in this beside an frustating gameplay option with no real value

i understand. i think that this should be optional, and i do understand about the pill thing, but if you personaly see someone following someone, thats different.
Originally posted by Goldilox:
Wouldn't that make it really easy to catch the killer though? Just wait for them to come to you
not if they are a sniper. also killers can use guns, we can just bonk. If a killer went after a pi that obviously can fight, it would make sense for the killer to grab stuff like ballistic armor, better weapons, maybe even on harder difficulties grenades (the same ones player can get, not real destructive ones.)

The player might also have to pay the apartment manager for house repairs if they got attacked in their house, to discurouge players from camping in their house, unless the player already has 43k like me (and honestly probobly about 100k-150k on loot on the floor because i don't sell everything in case im caught with a 30k fine.)

I just think it makes sense for the killer to try to stop a PI thats going after them
Goldilox May 6, 2024 @ 10:12am 
I still feel like that would completely invalidate the point of the game. The whole carefully constructing together evidence to find who the killer is
Originally posted by Goldilox:
I still feel like that would completely invalidate the point of the game. The whole carefully constructing together evidence to find who the killer is
It would be a while after the killer started killing, like 5-7 murders minimmum
Goldilox May 6, 2024 @ 10:29am 
Originally posted by lightningbomb:
Originally posted by Goldilox:
I still feel like that would completely invalidate the point of the game. The whole carefully constructing together evidence to find who the killer is
It would be a while after the killer started killing, like 5-7 murders minimmum

I've only ever had a killer do 3 murders, and even that was a sniper where I completely missed the evidence linking to her and had to go on a wild goose chase through the entire city. Otherwise I could've gotten her within an hour after the first murder.

That idea seems more fitting to some kind of adventure game or rpg, and less to a rougelike about investigations
Last edited by Goldilox; May 6, 2024 @ 10:44am
Akicma May 6, 2024 @ 1:34pm 
The NPCs in this game don’t teleport, which makes it feel incredibly difficult to properly track and eliminate us as we run through the streets like madmen.

However, I think it’s a good idea to impose some sort of time limit on solving cases. While the game is somewhat of a roguelike, in the truest sense, the player cannot fail.
WILLHOU May 6, 2024 @ 2:14pm 
i think it would be neat if there was unrelated crimes going on.
maybe we could have false leads like occur emergently like someone looting the crimescene and leaving prints, a victim having a stalker be witness to the murder, an abusive spouse who wants to wants to kill their wife but isnt actually the murderer, a copycat with a slightly different m.o. working simultaneously etc.
these little false leads could be like little sidequests adding some meat to the core gameplay.
Last edited by WILLHOU; May 6, 2024 @ 2:24pm
Cream Corn Lover May 6, 2024 @ 2:37pm 
That defeats the entire point of the game
Originally posted by WILLHOU:
i think it would be neat if there was unrelated crimes going on.
maybe we could have false leads like occur emergently like someone looting the crimescene and leaving prints, a victim having a stalker be witness to the murder, an abusive spouse who wants to wants to kill their wife but isnt actually the murderer, a copycat with a slightly different m.o. working simultaneously etc.
these little false leads could be like little sidequests adding some meat to the core gameplay.
only as an optional setting
Originally posted by Akicma:
The NPCs in this game don’t teleport, which makes it feel incredibly difficult to properly track and eliminate us as we run through the streets like madmen.

However, I think it’s a good idea to impose some sort of time limit on solving cases. While the game is somewhat of a roguelike, in the truest sense, the player cannot fail.
exactly. maybe have it where if the killer attacks you, and you survive, or have death setting off, add a shamed effect, where people are less likely to give information for free, can be cleared with side jobs or solving a murder. (to have a reason to get social credits after you max it)
Last edited by Too ADHD Too Not Moonwalk; May 6, 2024 @ 5:18pm
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Date Posted: May 5, 2024 @ 7:50am
Posts: 12