Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+2)

I've only played enough to get each of the endings once (the first run, i may have spent half the time inadvertently helping Erx because i didn't understand the target values system... i wanted to lose in the end at least once anyway, though.) but to me, it's not too grim, there's interesting ideas at play here both in gameplay and writing/story that could be expanded on and refined. i could also imagine people responding really badly to the idea of a Tragic Rapist though, lol. not sure how i feel about that aspect myself but the "i need to breed for survival" bit is naturally eternal regardless of what scifi/fantasy framing one tacks onto it.

Gameplaywise the idea of of using a turn to gain/sacrifice ground in order to get points to spend on actions is a really good idea to start from i think but i probably agree with others based on my limited amount of playtime that it needs polish. Maybe for instance the +2 spaces card doesn't need to have a cost and can just be a lucky draw when it happens (or painful to allow to fall into discard when there's a better option situationally -- such friction is not a bad thing!) or positioning can affect more than whether you have any spaces to move backward into. However i admittedly have no idea what actually goes into balancing these things besides "this one card is obviously over/underpowered".

Even if it's not perfect this did activate the part of my brain that finally realized i can do things in turn-based RPG combat besides "attack with my strongest move / whatever the enemy's elemental weakness is, heal if my health is low". I always kinda thought it was a neat device when characters are autoplay-dialoguing about the situation while you're also trying to keep the combat situation in your head, and like SPG said i really do think it's appropriate for this

(+2)

Thank you very much for your in-depth comment! I myself am not really sure how to feel about this contrived scenario I ended cooking up. It was a lot less all over the place when I had the wild idea for things like emotion meters and dialogue choices affecting the story and giving way more chances for Erx to go "wait this idea is not just morally bankrupt but also really stupid" and more chances for Yuni to actually apply any agency if things didn't go well. I ended up compromising with the worst of worst ends and the most anti-Erx end for winning, and, yeah, results are indeed mixed. Something that needs revision in future if I even keep the noncon/dubcon stuff at all. 

I have been wondering how much things would improve if there was some sort of passive income of willpower over time just to stop things from turning into rapid shuffling back and forth. Maybe something of a more dominant stance kind of mechanic that affects how much willpower you get a turn and then making the cards more expensive to compensate a bit. Although I write that down and immediately see how that turns into a failure spiral quite quickly so maybe not argh game design is hard

I'm glad to see that the challenge of "do more than just bring HP to 0" which was one of my design goals ended up coming through, however flawed the execution. Some more potential there, if I can squeeze more ideas out of my brain about it.

Again, thanks for the thoughts!