lacktheknack said:While including time limits is very fear-inducing, it's also quite maddening in your average text adventure.MXRom said:wibble
And since I'm probably going to go Satanic (since I know more about that than Lovecraftian horrors), the incomprehensibility probably won't stick (and is hard to describe in text anyhow).
An idea I DO like in there is loss of stability, though. Any ideas on how to implement that beyond "Here is your sanity bar, don't run out of sanity"?
Well as sanity declines, so does the character's grasp on reality. This ties in with using the senses to detect if the big bad monster(s) chasing you are nearby. Like for example when some demonic thing is 5 rooms away "You hear something faint. Pausing for a moment, you confirm footsteps. They seem far away, but still close enough to be wary about" and when they're 3 rooms away "A sudden stench of something metallic hits your nostrils." and when they are real close...I dunno, depends on how you want to deal with encounters.
Point being, as sanity decreases you leave the player wondering, is it really there? Is there an actual demon stalking you or are you just imagining this one? As it gets worse, the player may involuntarily lose control of his character, who goes to hide from something that may or may not be there. Solving puzzles, and imposing logic on the world again restores the sanity and makes the phantom monsters go away for a bit, but only temporary.