Suck Up
Suck Up is a dialogue-focused stealth game where the player assumes the role of a vampire attempting to gain entry into various homes. Instead of using action or combat, success depends on persuasion and verbal manipulation. Each character the player encounters is controlled by an artificial intelligence system that reacts to what is said, how it is said, and when. The player’s goal is to earn trust without raising suspicion, making each conversation a test of improvisation and observation.
Conversations drive the experience
At the core of the game is its AI-powered conversation engine. Players approach doors in disguise and must engage residents in real-time dialogue. There is no pre-written path; each line spoken can affect the outcome. Residents might be friendly, cautious, or dismissive depending on the player's tone, logic, or timing. This unpredictability means that strategies must be adapted constantly. The success of each encounter depends on how well the player reads the situation and reacts accordingly.
Mechanics that shape interaction
The game introduces a number of mechanics that influence every interaction:
· Multiple disguise choices that affect how NPCs perceive the player
· A trust meter that rises or falls based on dialogue performance
· A token system limiting the number of AI-driven interactions
· A risk of alerting in-game security if an attempt fails
· Vocal input support for immersive persuasion
These elements create a gameplay loop centered around role-play, deduction, and risk.
Reputation and failure conditions
Over time, repeated success or failure affects the wider world. NPCs may begin to recognize the vampire, or word might spread among the neighborhood about suspicious visitors. The trust meter becomes harder to build if previous attempts have failed nearby. If suspicion gets too high, doors are closed automatically or guards appear. This turns each session into a balance between boldness and subtlety, encouraging the player to vary tactics and learn from each mistake.
Suck Up blends improvisational storytelling with stealth decision-making. It doesn’t rely on action or puzzles, but on reading the room and adapting quickly to AI responses. The minimal interface keeps the focus on human-like interaction, and each encounter becomes its own small narrative. For players interested in testing their communication under pressure, the game offers a new kind of challenge built around speech, disguise, and trust.