Create *The Seeker*, a single-player, choice-driven horror game told through cinematic cutscenes and brief hospital exploration. The player controls a regular passenger who wakes up in a hospital after a plane crash and learns they were infected by a parasite called the Seeker. The game progresses day by day (at least through day 3, with more time possible up to a longer run), offering “small explore, then choices” decision points. Exploring the hospital lets the player find hidden notes on specific routes that reveal how the infection works, how the hospital staff are lying/using people to spread the parasite while searching for a cure, and how quickly the Seeker is killing millions. Player choices affect symptoms, what information is revealed, what characters do (including Richard’s shifting behavior), and the final outcome. The game should be extremely scary: unsettling visuals, red warning text overlays for key statements, creepy background music, and multiple jumpscare endings (including a distorted figure/black wire horror that can kill the player). When the player fails or makes certain choices, the game ends abruptly (including stab/shot endings that drop the player into a nightmare sequence with a single high-stakes run choice). If the player survives long enough, allow an infection progression ending where the player turns into the Seeker (a dangerous, unclear-to-understand transformation) rather than a clean cure. There should be many endings (around 30 and possibly more), including partial/bad endings, jumpscare endings, lying/“used” endings, nightmare-run endings, and an infection-to-Seeker ending....more
Create *The Seeker*, a single-player, choice-driven horror game told through cinematic cutscenes and brief hospital exploration. The player controls a regular passenger who wakes up in a hospital after a plane crash and learns they were infected by a parasite called the Seeker. The game progresses day by day (at least through day 3, with more time possible up to a longer run), offering “small explore, then choices” decision points. Exploring the hospital lets the player find hidden notes on specific routes that reveal how the infection works, how the hospital staff are lying/using people to spread the parasite while searching for a cure, and how quickly the Seeker is killing millions. Player choices affect symptoms, what information is revealed, what characters do (including Richard’s shifting behavior), and the final outcome. The game should be extremely scary: unsettling visuals, red warning text overlays for key statements, creepy background music, and multiple jumpscare endings (including a distorted figure/black wire horror that can kill the player). When the player fails or makes certain choices, the game ends abruptly (including stab/shot endings that drop the player into a nightmare sequence with a single high-stakes run choice). If the player survives long enough, allow an infection progression ending where the player turns into the Seeker (a dangerous, unclear-to-understand transformation) rather than a clean cure. There should be many endings (around 30 and possibly more), including partial/bad endings, jumpscare endings, lying/“used” endings, nightmare-run endings, and an infection-to-Seeker ending.