I think it would depend on how it's done. Say each cell of the map grid (RAM hungry, I know) stores a scent value. A certain amount of scent is laid down in the players current cell. Each turn or step, the scent in each cell decays and/or propagates to the neighbouring cells. A player could choose to "lay a trail" off in one direction, hang about there, then double back. The Wumpus / Freddy Kruger / Kandarian Demon might follow the trail to the scent laden area, then get lost there for a while.
Maybe. Gotta work up some code to test out this idea.
Perhaps different monsters might each have a different sense to use? Or game difficulty would determine which sense the critter gets?
Species. Since we're freed of a visual display, and a hud, we have the chance to create a high suspension of disbelief. But not all players are created equal, so perhaps we could allow the players to choose their own difficulty unconsciously, by the goals they set for themselves. I.E. With a perfect run, missing no shots at all, and finding a few secrets, (such as enemies who kill each other for you?) you can kill every monster, and win a time for having done so?
Which leads to -
How are we approaching a basic win situation? My original design was for one enemy, one bullet, with the emphasis being the tension of not firing until you were sure, because one miss would kill you.
But that was because I thought I might be limited to whatever a novice could do with gamemaker.
As for scents in the cells, could the player mask their scent via environment manipulation/items, and create a new game play mechanic?
Wouldn't it be kinda awesome for the Atari 2600 to have a stealth game thrown in with the survival horror?