>>6425859Alternative mode for the same game; You play the hungry lady. You're on a timer that's shorter than the shift timer used in survival; for huntress mode you must eat all coworkers before the staff manager returns. Items will affect you in ways you may use to your advantage.
In both modes the ladies gain and lose some capabilities as time passes. The more a lady eats, she may get slower or faster, and will usually lose the ability to pass through some doorways and all vents after 2-3 victims; however, strength is always increased and so small passages, blocked doors, barricades and even vents may or may not always lose effectiveness with time.
Of course sometimes the last seconds may just come down to a chase and how well you can conserve and use sprint and how good you are at cornering. Staying out of sight, however, should always be a viable tactic.
Different walls and objects respond differently to sounds. Transparent glass is just glass, but it's mostly solid and you can always hide behind and see over something like a table behind glass. Office temp walls always block sight, but hide zero noise. Noise can be used by both you and the huntress(es), they are attracted to noise made by you or your coworkers, and in turn if they or others make noise you can tell where it's coming from or what's going on based on noise (e.g. someone getting swallowed will be more or less audible depending on how they're getting eaten and how much they panic/which way they went in.)
Hungry ladies as mentioned can vary and there can be multiple; sometimes they may compete or one may attempt to eat another, other times they'll ignore each other or collude. Different ways of eating and expansion also could be done.
Graphical style should be something simple, an angled top-down view like in a typical JRPG or Pokemon. This'd keep things simple. If characters are made modular 8-way spites with slots for the torso, pants, and head/face/hair the game could easily be customized.