Anger > Bargaining
Upgrades: acquiring Long Range shooting
What player learns: At this point, the player knows all the mechanics.
Transition: Denial → Anger will be a Horror house ride that will open once and to revisit Denial there will be a separate station.
From here, the Queen of Hearts is attempting to regain control of Wonderland through use of anger, violence, and power.
She commands The Jabberwocky and uses him to terrorize and incinerate her foes.
The Queen of Hearts believes the Red Queen is responsible for the destruction of Wonderland and that Alice is one of her allies.
She agrees to spare Alice’s life on the condition Alice will help her defeat the Red Queen.
This necessitates Alice acquiring an Inner Compass (to navigate Wonderland) and meet with The Mad Hatter (who can weaponize/repair the Jabberwocky).
Alice is filled with Anger and must direct that emotion at someone or something. Anger at the destruction of Wonderland and the loss of her sanctuary. Anger at Change (at Chaos). This realm offers Alice (and player) the first chance to really unleash Anger and violence.
Upon arrival in the realm, Alice discovers Chess Piece Soldiers engaged in a battle against the Card Guard Soldiers of the Queen of Hearts. Chess Soldier Commander explains that the Queen's Castle remains impenetrable and that her Card Guard Army appears to be infinite. It's a standoff in which they cannot win but must continue lest they lose.
Alice is tasked with (self assigns herself a task of) breaching the castle and confronting (killing?) the Queen. That task breaks down into discrete chunks:
- Navigate the outer realm. Sneak under/over the castle wall (mote?).
- Navigate the inner realm. Through the hedge maze and surrounding buildings.
- Breach the castle wall. Sneak through dungeon levels into the castle interior.
- Navigate to the Throne Room. Sneak, fight, and infiltrate.
- Confront the Queen of Hearts.
- Queen of Hearts Boss Battle. Alice loses.
At the end of the stage, Alice will be captured. The Queen of Hearts will keep the White Rabbit hostage until Alice completes the task she gives her. Alice must first acquire The Inner Compass, which will guide her across the wastelands to her goal (Queensland). The Queen of Hearts knows this item is with the Mad Hatter and sends Alice there to retrieve it. She gives Alice a gift and commands Alice give this to Hatter. Asked if it will kill him - “No, it will ensure he lives forever, even if he’s blown to bits like our Wonderland…
The theme of Anger must be reinforced throughout this area. Alice's actions won't always make sense - driven by anger, she's unable to think clearly or logically. Weave some of the following ideas into her movements, actions, and story...
Senseless killing: Disregard for "sides" in the battle so that Alice kills Chess Pieces (supposed allies) and Card Guards with equal impunity.
Meaningless sacrifice: Sent on a mission to save a Chess Piece from the dungeon - find a way to fail at that mission through lack of concern.
Defeat through Anger: Alice needs to loss the fight against the Queen in this round.
Anger inducing elements: How to make Player feel the emotion this level is meant to represent without giving up on the game? For example:A cannon on a castle wall which lobs shots at Alice throughout the level... increases player's feeling of anger as the level progresses.
Blind Fury: Find a way to represent anger as a blinding force - how to obscure Alice's view of the world so that critical elements are ignored? But in a way that Player willingly makes sacrifices those elements for some perceived benefit?
Heart pounding, Adrenaline rushing, Shaking, Lack of control... All elements of the Flight or Fight (Anger) response. How to capture these concepts in Alice's actions, dialog, and responses?
Puzzle work, slash and collect things.
Concepts pending. Castle of hearts, Croquet Grounds, Courthouse, Royal Forest, Optional, A Graveyard.