THIS IS A PROTOTYPE. NOT A FINISHED PROJECT.

Third year Brunel University Games Design Team Project submission. 

Vigile puts the player in the shoes of a Vigile of the Roman Legion, tasked with similar duties as a modern day detective, and the game takes much inspiration from the mechanics of detective games such as Disco Elysium or L.A. Noire. In the midst of a burgeoning revolution against the Romanisation of Britain, the player has to investigate sudden, unexplained disappearances, and put together clues about the coming coup. The Vigile explores towns, interviews villagers and puts together information to solve cases given to them by local officials, described in interactive fiction of a similar nature to 80 Days

To gather information, the player must manage their reputation with NPCs, striking a balance between completing their main quest and doing small favours to gain trust. This is also situated within time-sensitive missions, where the player must choose to sacrifice time for clues or vice versa, as well as money and supply management. Everything in the game, both mechanically and narratively, is based on a knife’s edge where every decision must be balanced.