Action packed social adventure game. Designed to stimulate Social Interaction. Compete & Cooperate. Survive & Escape... Read more
This project's funding goal was not reached on June 23, 2013.
About this project
Escape from Monster Mansion is an action packed, social strategy game that will keep you challenged, and engaged for hours with your friends. The game begins as you wake up, and find yourself trapped inside a mysterious Mansion. Find a way out before being overrun by monsters which include the undead, demons and witches, vampires and werewolves, and mad scientists to boot. There are plenty of playable characters, and a lots of monsters to defeat. Save your friends under distress, heal each other, and work together towards the escape, room after room. But beware, not every player can be trusted: some may harbor secret agendas, or even be traitors. Save yourself, save your friends, fight mythical monsters, find treasures! There is always more to discover, and surprises are just around the corner...
A tribute to Table-top games:
If you are like me, then you are tired of seeing kids, even toddlers, playing their iPhones and iPads at restaurants, in parks, etc... instead of playing with other kids, or interacting with physical objects. But, I think we are all guilty to some degree, just think about how many hours YOU spend looking at a computer, or mobile screen? God forbid your work also requires sitting in front of a computer all day. I say, get off angry birds, and pick up Escape From Monster Mansion for yourself, or get it for a friend in order to embark upon a face-to-face, social gaming experience that will charm and delight even the most addicted mobile gaming fans.
Room Cards: offers a dynamic map each game
There are plenty of rooms waiting to be explored: "The Atrium", "The Lab", "The Dungeon", "The Study", are just a few to name. The Zombie Mansion will look different every game, as players begin in the "The Prison", and advance to new rooms one at a time by drawing new room cards fresh from the deck, and connecting them to the existing map. Players must decide if they want to stick together, which forces certain players to sacrifice their immediate goals; Or, players can split up, to cover more ground (Ahhh, the cliche moment when people split up in horror films)...
Characters: memorable and unique!
Each character has a unique back story, and personal quotes. There are fighters, healers, trappers, and finders. Fighters fend off the Monsters, healers help others recover from injuries, trappers guard against surprises, and finders restock on the supplies, and find the way out.
Items: the unique skill system will drive player interaction
There are many items to choose from, but players can't use them unless they have the necessary skills. Fighters can use weapons such as guns; Healers can use med kits; Trappers can use traps; And Finders can use chests and books to restock on supplies. Players have to work together, otherwise they are sitting ducks.
Monsters: killing them is rewarding!
Monsters are challenging, but not without rewards. There's a wide range of monsters to be fought, and by defeating them players are rewarded with items, food, and even level-ups! Players who level-up gain new skills, which allow them to use more items and become more powerful all round.
Agendas: secret identities, and added complexity
Each player begins with a private agenda. If you are a SURVIVOR, your goal is to simply haul yourself through the Monster Mansion, and escape. If you are an INFECTED, then your goal is also to escape. But the added catch is you must reveal your identity if you become heavily injured. If you are a VIGILANTE, you must insure that no INFECTED players escape, at all cost. If you are a PSYCHOPATH, you must escape, but leave everyone behind.
Game Demo Video: Coming soon!
Maker video: Coming Soon!
Special perks of Pledging:
You'll get special rewards, such as custom characters, and director's cut rooms, etc. Plus, it's all for a good cause. C'mon people, support your indie developer. Expansions will be on the way. (hint: Escape from an alien vessel...)
Risks and challenges
The core mechanics are solid, and highly social. But, to have a good game it needs to be balance. Every player must feel like they have a role to play, and has a fighting chance against other players. The good news is, we're already play testing. ALOT!
So far, the prints have been darker than expected. In order to maximize the aesthetics, we hope to fix that for production.
BEING MISSION DRIVEN:
My true mission is to slowly create a movement for social games, as opposed to games being custom crafted to be private addictions. I plan on making many games to come, but this one is my first, and I hope to make it fun and professional as it should be, no matter how challenging the task proves to be!
Absolutely! Will you offer your extra food to starving players for free, or at a cost? If you find a powerful weapon which you cannot use, will you trust it in the hands of another player? What if they turn on you later in the game? Trading is not only essential, it is also realistic. Food is scarce, and supplies are limited. Will you and the other survivors be able to allocate them effectively to escape from the Monster Mansion? That is to be seen...
30 minutes to 1 hour
Chance-At-Zombies is a previous rendition of the game, where all the enemies were zombies. Due to overwhelming demand for more than the typical zombie experience, we are now pushing hard to bring to you more challenging monsters, including vampires and werewolves, demons and witches, and all manner of cool and mysterious creatures to challenge the gamer, and delight the enthusiast.
The game is highly intuitive, and easy to learn. However, to get good, one must learn how to work with others!
What happens if players lose all their health? Or for players who escape early? Do they get bored to death?
The game has been extensively playtested, and rest assured, no one will get left out! There are full heal potions available in the game to bring back disabled players, and when escape is near, usually everyone escapes, or no one does...
- (30 days)