Leon S. Adventure
Overview
A choice-driven Twine game, built solo in approximately one week, inspired by classic survival horror, especially Resident Evil 4. Step into the stylish boots of Leon S. Adventure and navigate a night full of danger, snappy one-liners, and dwindling supplies. Your mission? Survive, investigate, and keep your cool.
Details
Built in Twine using the SugarCube 2 format, this project experiments with custom scripting to bring action mechanics into a traditionally static medium. The game features a full inventory system, resource management, and turn-based combat logic all implemented through JavaScript within Twine's scripting environment.
Features
Inventory and equipment system with limited ammo and healing
Combat encounters with branching action options and health tracking
Save and load functionality using SugarCube’s persistent state system
Multiple endings based on resource usage and player choices
Witty, in-universe writing to match the tone of its inspiration
Let me know
-
Let me know -
What Went Right
Considering the short time frame that everything came together the project expands on the typical Twine atmosphere. Instead of simply utilizing Twine for a story you click through It actually features some form of combat, resource management, and the risk of player death. It was pleasantly unique and fun to play.
What Went Wrong
The project came together under time pressure. As such, I didn't have time to flesh out more unique combat encounters. In addition to that, the encounters themselves are unbalanced and can heavily depend on RNG. Lastly the navigation between combat and inventory was a little bit of a hack. I utilize a global variable that tracks where you belong in the story that way when indulging in combat or going into the inventory you can “go back” to where you were in the inventory.