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Oh no, I love this, it's so interesting!  And I have thought, if I did make a game of my own one day, how I would structure it.  I feel like I can trace your thought process somewhat from your games, but I'm sure there was tons of time and energy we didn't even get to see.  Sounds like there are fun walls of text in the Discord server to go read while I impatiently wait! >o<

Playing now with more chapters, I find that I am mostly choosing the "right" options and only allowing myself to choose otherwise when I really vibe with specific things, like in how one treats/feels about the "unexpected guests" later on.  I held by breath, but it's been fine so far. xD  

It's funny, when I was doing my GS replay, I was feeling like maybe I wanted to just go blind but... I couldn't shake the programming to always go for "best". xD  I feel like- give us the option, and we can't help but use it.   I wonder, would it be fun to hide the option for a specific route until you manage a good end for it?

The philosophy in this one has been interesting in that... I do understand wanting things about the "core" to be compatible between people, but I've felt like a lot more personalities of the mc would be compatible than just choosing one that's so similar to the LIs all the time... I guess that's why some choices give minor points, but it has felt like with most of the choices being pretty small, having them give the same points as some of the bigger choices still makes it a bit strict.  (Maybe they don't actually, but the single/double arrow certainly gives that perception.)  It's hard though- like how do you walk the line between a game and a simulation? 

 Having a blast either way!