- Title: Guild Front Desk
- Genre: Narrative-driven 2D Simulation / Strategy
- Platform: PC (Unity 2D)
- Target Audience: Fans of Papers, Please, Beholder, and decision-based games
You play as the receptionist of a fantasy adventurer's guild.
Your role is to assign adventurers to appropriate quests based on their personality and skills.
Decisions affect outcomes, relationships, and story branches.
- Start the day
- Adventurers arrive randomly
- Inspect their stats and personality
- Assign them to quests
- End the day and view results
- Manage guild reputation, survivors, and special events
- Traits: Name, Class, Personality, Skill Level, History
- Personality affects dialogue and success rates
- Can be procedurally generated
- Attributes: Location, Monster Type, Required Roles, Danger Level, Reward
- PCG used to generate most quests
- Some quests are story-locked or event-related
- Basic dialogue varies based on personality
- LLM Integration planned for dynamic conversation
- Branching outcomes possible
- Player can "sponsor" an adventurer
- Increases success/reward chances
- Risk: If sponsored adventurer dies → penalty
- Fixed events advance main plot (Act 1~3)
- Certain adventurers/events are unique
- Endings vary based on cumulative decisions
- Random quest name + danger + condition + reward
- Random adventurers with unique backstories and personalities
- Events or rumors generated daily
- Inspired by "Papers, Please", grim/dark yet whimsical tone
- Hand-drawn 2D sprite look
- Static background, animated UI/interactions
- Minimalist BGM
- SFX for UI interaction, success/failure sounds, character chatter
- Day Loop System
- 5 Predefined adventurers
- 5 Predefined quests
- Random outcome report
- Basic UI and data flow
- Procedural generation of quests/adventurers
- Dynamic LLM dialogue
- Event-driven story branching
- Multiple endings