>>193200>Alt alien costumes AFTER beating the game. Predalien, Grid, and so on.>Headbite death that cuts to black as it bites from the alien's perspective.>And NG+ could then spawn two aliens, maybe increased rate of asteroids smashing the ship, etc.
well, you tried
The problem with applying the roguelike RNG level model, in combination with significant difficulty (that presumably pushes the player to replay numerous times to defeat the game) is that the levels are clumps. Any attempt at horror elements would be diminished by the second or third time you experience the layout, which could only be substantially mitigated by either, or both of two things:
1. The number of possible layouts is obscene, to the point that finding the same layout would be difficult within the scope of a player beginning and defeating the game, over all expected attempts
2. The layouts are open-ended enough and the AI intelligent enough that experiencing a relatively similar outcome throughout the expected number of attempts would be difficult
The first option is particularly difficult to implement, not simply due to quantity but also the necessity of quality in design for a horror work to fully function. Rougelikes might get away with small layouts within large ones as part of their RNG design, but they do so on the basis of two aspects. The level layout itself is largely unimportant, and many of the enemies are largely ignorable in most situations. Thus they can safely rely on high RNG in those aspects. For the most part, it's not terribly important. In the proposed title, both aspects are not true. The layout is effectively the entirety of the game, and the enemy creature consists of a total of one.
If one were to look at chases in film, it becomes clear that it isn't the monster itself that is important but the environment in which both the protagonists and antagonists reside. Relying on procedural generation would be extremely difficult to maintain strong design for the setting. The protagonist is typically at greater odds with the setting than he is with the enemy, despite the latter instigating the conflict.
There is a reason games that do emphasize RNG level layouts almost entirely leave the system as a backdrop.
Like film, it would make much more sPost too long. Click here to view the full text.