Probably the hardest part about Game Design is naming your game. Sometimes it's as easy as naming it after you main character, other times we just tack on some sub title like Redemption or Ultimatum to make it sound cool and not just because we've run out of ideas. I've been thinking for while now, Ritual Dementia was just a name I used for the sake of time, originally this project was called Acheron named after the river of pain. I don't know if I should keep RD or try to think of something else as the blinking cursor on my project page is impatiently waiting for my response. Names are insanely important because that's you're identifier, ID tag that the world will use to know who you are and unless you get a court order it's stuck with you for the rest of your life. The name should essentially be a 1 word description of the game, the elevator pitch in less than a sentence. From what we know so far it must represent the game's key features:
- A Horror inspired occult adventure from the dawn of 90's era 3D console games
- Archaic and absurd over the top violence that's toned down by the lo-fi artstyle and irrepresentable presentation (was that supposed to be a foot?)
- Rogue-like inspired difficulty with a one-death character limit that's augmented by creating offspring in an expanded family tree party system.
- A parody of modern gaming romance simulations by being able to romance demons and paglins alike (except it's an actual mechanic that contributes to the game and not some thinly veiled attempt to appease a demographic by creating an unfulfilling side step that hilariously misrepresents "progressives" and ends up wasting everyone's time and now I have to buy some more Mountain Dew™ to get another experience boost).
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| The end is upon us... |



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