>>166here are the rest of what I have of the games I am thinking of making.
Game 1: Adventure to save the princess
At the start of the game you will choose a princess to save, and then you will start out in that text scene for you to take your first actions.
The game would be speaking through large text trees with the princesses in certain ways but separated by bits of travel.
Travel will be the majority of the game and will work much like the game Oregon Trail with a focus on conservation of resources.
You will have a percentile chance to come upon several events, including finding another tower to add a princess to your parties third slot and dungeons.
As you can see to the top left there are locations you can go, being kingdoms of the princesses, and this will determine the events you will be encountering on your travels.
Game 2: Stats management game
You will be the knight in charge of controlling the tasks you do every day. Days are separated into laps that shortens in length to accommodate scale.
All activities involve focusing things around secondary stats while in one of three primary stats, each activity limiting one or several tertiary stats.
All stats modify one another's ability to grow so that the game will scale infinitely.
After every 500 laps time per lap decreases by 1/2, and a new scale is provided, being from personal to industrial, to political.
After 1500 laps comes a romantic phase where you choose your next air to the throne prior to your death.
In this final state you balance improving your kingdom with dumping stats into your next character.
It will work a lot like new games plus.
There will be events that effect these stats that the player will be able to read out for the effects, and that is how it will relate to TowerGirls.
It is an extremely conservative approach, I know, but… Oh well.