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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!