Coda
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Why do we even have that lever?
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#1
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Ever wondered why ancient ruins seem to be full of deathtraps and pitfalls, despite supposedly being a place where people once lived their day-to-day lives? Why would they put traps in a place they're actually using? Why would you ever put spikes on the ceiling of your throne room?
Well... What if they weren't supposed to be traps?
In this game, you describe a trap that you might find in an old-school dungeon crawl or fantasy story, something that wouldn't make sense to have in a functional building.
Then the next poster has to explain why the trap isn't actually a trap, but actually a sensible thing to have had there when the ruins were still inhabited. They then describe a new trap for the next player in line.
The main rule here is that the explanation can't be that it always was meant to be a trap. It might be malfunctioning or parts might be missing compared to its original state, and that's why it's acting like a trap now, but it had to have had some plausible purpose when it was new.
So to start it off...
Why is there a lever that drops a giant stone block on the person who pulled it?
Games by Coda (updated 4/8/2025 - New game: Marianas Miner)
Art by Coda (updated 8/25/2022 - beatBitten and All-Nighter Simulator)
Mega Man: The Light of Will (Mega Man / Green Lantern crossover: In the lead-up to the events of Mega Man 2, Dr. Wily has discovered emotional light technology. How will his creations change how humankind thinks about artificial intelligence? Sadly abandoned. Sufficient Velocity x-post)
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Posted 08-05-2017, 12:07 AM
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