Modrant:
For the unusual asymmetric game mode: In my opinion it worked well. If I decide to make a continuation, I definitely would use this method for the mystery games series. But I wouldn’t recommend it for other gamestyles. (E.g Trial of Madness or anything similar, where player actions are dependent on each other)
The game setting:
It was (is) a computer simulation, it was about a 10 km×10 km world, from which the center forest is a perfect square of 3 km×3 km. Surrounded with 8 unique zones. The four main ones are: desert in the north, ravine in the east, fog in the south and swamp in the west. The four sub-terrain, which were visited very rarely, are the combination of their two neighboring terrains. (For example, the south-east is the combination of the fog and the ravine, and so forth.) There is a main escape route in each of the 8 surrounding terrain, from which 3 were discovered, and 2 were used. I will talk only about the discovered exits this time.
The trial of the east ravine: Difficulty: variable. It’s the easiest escape with two or three persons, since the following trials won’t appear under four.
1st trial: trust (2+ players) Players all need to jump down. If even one person doesn’t jump, all person who jumped, simply die.
2nd trial: doubt (4+ players) No one is allowed to talk, while everyone loses their doubt about other players. If someone is still doubting at least one other, when someone speaks up, they are eliminated.
3rd trial: ?? (Everyone who succeeded the 2nd trial) You see yourself dying to the other trial challengers, until your mind is broken, or you escape the situation. (It is yet undiscovered, how to break the loop)
The wall of the north desert: (difficulty: challenging)
It needs a chant for each successful wallbreak, with a duration of ten minutes. The chanter needs to have magic power, has to know the chant and needs to be protected for the whole time of the chant. Each chants allows only one person to slip through the crack, so the chant needs to be repeated each time after someone leaves, if someone still wants to use this method to escape. (Although there is a myth that someone had the idea of completely removing the magical wall, but until this point of time, all of their attempts were unsuccessful.)
The gate of the west lake. (Difficulty: easy, but limited)
You need the approval of the gatekeepers to reach the gate. The biggest obstacle, that almost nobody can communicate with the gatekeepers. Usually the gatekeepers let through only two contestants. The only exception, if a Princess of the monsters is involved.
Backstories:
There were very few backstories ready, when I started the game. (Which in hindsight was a terrible idea.) So most of the major points were made up on the spot. But I worked hard enough to make the delusion that everything was prepared before the game started. (Best example is Zone’s second recorded attempt, where I just made up a concept, so he won’t split up the party without reasons in later attempts, but the concept came up in his later attempts continuously.)
These constants happen if the protagonist’s actions don’t change the outcome:
00:03 Drez opens the door, and runs toward the lake.
00:05 (Huh… I swear something supposed to happen in the starting room at this time.)
00:05 Drez jumps in the lake
01:30 Elisabeth gets trapped in a magical quicksand. Their escorts don’t hear her panic attack.
06:00 the starting room blows up.
12:00 Full moon in the sky.
48:00 all the escape routes are closing.
Non constants:
-The location of the lake.
-the person who disappears in the fog.
-???
-the travel companions of Hunter
-the weakness of Amaquelin.
-monsters “attacking” someone seemingly without any reason.