EDIT: Sadly, I no longer have the tools to run this game after a hard drive crash. I'm mostly just keeping this section for posterity now: This is a game that takes place in the Dusk of Man era, and... well I'm not going to lie, it's basically a turn-based expy of Five Nights at Freddy's. The rules are as follows:
This is the game map. Yes, I know, it sucks. Walls are marked in black, your terminal is marked in cyan, and the doors are marked in red.
- At the start of a round, you have three resource points to spend. When you first start a game you can only use them to place cameras, but provided you survive more than one night, they are replenished and can be used to repair damaged cameras/doors, and replenish electricity spent from the previous night (at a rate of 10 points per survivor, if they're not given other work to do).
- These resource points are determined by how many fellow survivors you're guarding - you can gain more by saving survivors in distress, or lose them if a Pokemon happens to slip into the guard room and into the settlement during your shift without eating you.
- The player must survive 25 turns to complete their shift. The problem is that everything uses electricity, including the lights in the guard room. The player loses 1 point of electricity per turn (out of 100 points), plus another for every electronic device they're using on that same turn (viewing through cameras, using the electromagnetic seal on the doors to keep Pokemon out).
- The player can enact multiple actions in sequence on the same post, but you can only look at one thing per post. For example, you can lock your doors and check the cameras in the same turn, but at the cost of not looking through the doorways - you cannot look through the doors and at the cameras in the same turn.
- Viewing through cameras allows you to see everything in a 1-block radius around them, provided there isn't a solid wall between. When not viewing cameras, your view is simply centred on you, instead. Be careful, as most Pokemon will sneak up on you if you're still looking at the cameras when they approach, and you won't be able to avoid them if this happens!
- As an absolute last ditch tactic, usually when your power runs out or a Pokemon damages your doors, you can abandon your post and flee outside, taking one turn per grid movement. Naturally this is risky, as not only does it give any Pokemon in the area a free passage into the settlement and your precious resource points, Pokemon can see in the dark much better than you and will hunt you down actively - don't expect to survive long unless dawn is already approaching!
THE POKEMON
(these will typically be picked at random, but I may exclude a handful of them out of personal tastes of my partner, and I may even allow specific challenges for regulars)
While most Pokemon will behave differently to one another in some fundemental way, most will share similar behaviours. They will, naturally, gravitate towards the doors, and tend not to retreat too far away from the security room unless they're waiting for both doors to open or another unique trait distracts them. All will hover just outside of the doorway once they make it there, but some wait longer or shorter than others - the default is 3 turns, unless otherwise specified.
Pikachu/Pachirisu - Siphons electricity through inactive cameras if they happen apon one for more than one turn. There is no notification for this beyond using more electricity than expected, though viewing through the camera will interrupt and shoo them away. If that wasn't bad enough, they can also, for once every point they siphon, take an extra step in addition to their movement for that turn, including waiting at the doorway, so don't underestimate them! If they siphon more than 5 points of power - easily enough to instantly storm the office if they're within the corridors opposite - their cheeks glow brightly enough to be identified in a 2 block radius around a camera as opposed to just 1.
Jigglypuff/Clefairy - Will use Sing if an active camera is nearby, or is directly next to the guard room. The player must avoid listening to it for 3 turns consecutively, or else they will be lulled to sleep for 5 turns, which can usually be fatal. If Jiggly is nearby, the door must be shut instead to drown her out. Doesn't wait in the doorway at all if the player is already asleep.
Abra - Teleports erratically, making its movements difficult to track. However, if it goes completely unseen for 8 consecutive turns, it will instead teleport directly into the guard room, so you better not take that as a reason to ignore it! Thankfully it is never any place that it can't be seen - it will always teleport either within 1 block of a camera, or outside your doorway where it can be seen directly, and it will never enter through your doorway even if it has clear passage through it.
Ditto/Zorua - Can disguise itself as a human survivor to try and trick its way into the guard room. If it makes it inside, it will wait until the player is distracted by cameras to change back. Will try to catch your attention before entering if it's in human form... but it won't speak English, either. Morphing Pokemon are still targeted by others as if they were human - so if one is devoured, you'll never know if it was a survivor or not!
Munchlax/Gulpin - Very slow... until it finds someone to eat. Moves one space every two turns, but if it sees the player through an open doorway, it will move two spaces every turn for 5 turns instead. Don't let it get too close to you - as if the speed boosts weren't enough, it only waits a single turn in the doorway!
Mew - Boss PKMN. If it even sees you from the other side of your corridors, it will immobilize you with Psychic from a distance unless you act very quickly. If it catches you in its grasp, you're doomed. A small saving grace, though, is that it likes to toy with its food, potentially giving you enough time to be saved by the bell - up to 5 turns in total, in fact. Don't expect to see it in time from your doorway!
Mareep/Shinx - Causes interference in cameras if it occupies the same space as them, making only static visible through them. The static lingers for a turn after they leave the camera's grid point - if you don't see it entering the area, you won't see it leaving at all! If you're ever caught outside, they are able to immobilize you from 2 blocks away, making fleeing extremely difficult.
Aipom - Can enter the guard room through point D3 on the map, ignoring the solid wall, but only if not viewed on the camera or not caught red-handed in the act. Will make an extra move when first discovered, but only the first time. However, it can also still enter through open doorways as normal.
Sneasel/Pancham - Sneaky, and hates the light that cameras give off. Once discovered, it will retreat a safe distance (backwards, notably - never towards the guard room) and stubbornly avoid the camera that found them. Starts retreating from the map the moment the sun starts to rise (turn 20). The tradeoff is that it only waits in the doorway for 2 turns, and will wait for the player to look away from the cameras before taking them unless the sun is rising.
Celebi - Boss PKMN. Like Jigglypuff, but sings Perish Song instead, completely knocking you out for the rest of the night if it succeeds! If there's another Pokemon in sight (which there usually is - Pokemon can see infinetely in the night), it can use Baton Pass to swap places with it to very strategic effect. Worst of all, it can Baton Pass and Perish Song in the same turn!
Kecleon/Froakie - Can catch and devour you from a distance of up to two blocks away. Waits 4 turns rather than the usual 3, but never directly approaches or enters the guard room, always choosing to wait at tongue's length instead.
Buneary/Minccino - Will use Charm if it sees an active camera - if you see it through cameras for 3 consecutive turns, you won't be able to close the door on Buneary when it approaches, and you will unavoidably be coerced to open it if it's already shut. However, it can't move and Charm in the same turn, and always waits a turn after the player stops watching it, so it tends to stay in one place a lot. While it normally waits 3 turns in the guard room doorway like everyone else, it doesn't wait at all for a Charmed player.
Meowth/Growlithe - Completely unremarkable compared to the others, bar one exception... they always appear in packs of three, even if they go over the usual limit of PKMN on field. Don't get swarmed!
Smeargle - Can create a decoy that looks just like itself or another Pokemon, though the illusion wears off after you view it for two turns (not necessarily consecutively). Suffice to say, the decoy doesn't have any properties of the original Pokemon either, which in itself can be a dead giveaway depending on how they normally react to cameras.
Jirachi - Boss PKMN. If you know it's on the field, at any time you can make a Wish to it, and it will appear directly in your office, devouring you right then and there to keep you safe from other Pokemon around you. However, you're not safe in there forever - every time you view it and refuse a wish, it grows more impatient, lowering the amount of time you can spend inside when you
do make a wish, starting from 10 turns and decreasing by one each time. If you're still inside when you've reached your limit, you'll belong to Jirachi forever. You can't escape on your own, either - only surviving the night will release you. Have you been counting your turns, or do you feel lucky?
Victini - Boss PKMN. Can turn completely invisible for one turn at a time, triggering when initially viewed from a camera, though it takes 5 turns to recharge and re-use. In the event that it sneaks into your office completely unnoticed for the first time, it will for only the first occasion wait for you to see it and even give you a chance to flee... though assuming you even survive and make it back into your office, it won't be quite so merciful again.
Survivor - Not a Pokemon at all, just an ordinary human looking for a safe haven. They don't show up at all on the first night, and their chances of spawning increase the longer you survive. Hold out long enough, and you just might make back some desperately needed electricity! They are able to avoid Pokemon attacks all the way to your front door, but if cornered against the door they'll be eaten regardless... on the plus side, it can take one of the other Pokemon out of the game with them, on account of their appetite being sated. =V
CHALLENGE ROUNDS
Want a rouges gallery that isn't determined by RNG? Or simply want a round you're more likely to fail than normal? Try asking for a Challenge and see if you can survive when the Pokes have some really nasty synergy. >=D
Unison - Like a specific non-legendary Pokemon? Pick this, and only that type will spawn.
Electric Boogaloo - Pikachu, Pachirisu, Mareep and Shinx. All the lightning types are in cahoots tonight, and they REALLY want to mess with your cameras...
Red Light Green Light - Abra, Celebi, Jigglypuff, Smeargle. Will you have time to find Abra when everyone else is competing for your attention?
Helping Hand - Celebi, Gulpin, Munchlax, Aipom. Think the token gluttons aren't dangerous just because they're slow? Prepare for trouble.
Hide and Seek - Victini, Smeargle, Pancham, Aipom. So sneaky, you'll be trapped in a stomach before you even notice.
Odd One Out - Ditto, Zorua, Smeargle, Survivor. Can you figure out which survivor is the real one in a sea of copycats? This challenge automatically fails if the survivor is eaten.
Noms from Afar - Mew, Kecleon, Froakie, Abra. These Pokes don't need to break into your office to devour you, so watch out!
Horde Control - Jirachi, Meowth, Growlithe, Pikachu. Your power's going to run out pretty quick... maybe you can save yourself if you wish to Jirachi at just the right time...
Legendaries in Arms - Mew, Celebi, Jirachi, Victini. The Pokemon world sincerely, genuinely wants you gone tonight. Unless you're borderline precognitive, you won't survive past midnight. Think you stand a chance against the best of the best? I WILL ONLY PLAY THIS IF YOU'VE ALREADY PLAYED AT LEAST ONE NIGHT BEFORE
HIGH SCORES
Rule_thirtyvore - Survived night two! 74 turns total. Was on the literal verge of clearly night 3 before she ran outside to flee from an Aipom, only to be ambushed by a Froakie.
Ashley_ketchum_ Survived night two! 50 turns total. Jirachi snuck into the room whilst Ashley was tracking a horde and a survivor. While Jirachi was patient enough to let Ashley go, she'd left the doors open beforehand, causing the entire colony to be wiped out. She instead fed herself to Jirachi willingly rather than risk a third night with almost no power, and will forever be under its care as sentient tummy fats~.
HeroOfTime - Survived night one! 43 turns total. Whilst distracted by both an Aipom and a Gulpin in dangerous spots, Mew snuck in completely unnoticed just like the previous night - only this time, the bell didn't save him. (yes, I realize this is MY alt. Huge shoutout to
Rule_thirtyvore for playing as the GM in my stead!)
Ace_Trainer_Blake - Survived night one! 45 turns total. Jirachi snuck up to the trainer's doorway early in the night, and deciding it wasn't a threat, she refused to shut the door on it. After spending all night in its stomach, she was conditioned into a loyal demi-Umbreon pet.
PhoenixAndFriends - Survived night one! 43 turns total. Used up most of his power on the first night, not knowing that it didn't fully restore the next. Suffice to say, the power failed, and the survivor he'd saved proved to be for naught when Celebi moved in on the defenseless Minun.
PumpkinQueen_Blair - Survived 22 turns. A buneary snuck up on her whilst she was preoccupied with other things. She escaped, only to be jumped by a Mareep just around the corner instead.
Jourdan - Survived 22 turns. After that, a survivor he'd narrowly saved turned out to be a Zorua, which promptly gobbled him up.
Amira_ - survived 20 turns. Let a Munchlax get too close whilst checking on the movements of a horde outside.
PkmnTrainer_Wendy - Survived 8 turns. Completely forgot about a Mareep lurking close to her cameras, and checked
just in time to see it pouncing towards her.