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(1 edit) (+1)

Discord invite is expired...

I enjoyed much of the game but some of it feels like it goes on and on with no resolution to several aspects of the stats and paths.  To be honest, I have found the triggers to next story points (like disabling all the curses) but I have found I can put almost everything in a holding pattern (I would elaborate but discord won't let me on, see above).  This, of course, ends up in a boring loop.  This shouldn't be possible in a game of this nature.

Now, that may be that I'm in casual mode, there could be time limits I haven't played to.  But there should be hard stops I would run across, even in casual.  Work performance 100- should trigger something.  Sibling bond 135- should be something.  Aggressiveness 0 - again, nothing, not even a complete doormat statement, the choices should always be submissive in nature.

Granted, the game is still in development but I would've thought these kinds of 'stops' would be important enough to warrant attention before some other stuff that seems rather superfluous... like the nearly useless newspaper articles.

I like to try to find all paths and even 'break' the game if possible.  The former is somewhat tricky in this game, one off choice and it seems to shut it down completely (Like Annie's invitation, tell her no lunch once and you are locked out forever).  The latter is a little hard because it's hard to tell if it's broken or just missing content, thus intended.

So, overall, a good deal of promise, but too much repetition without any kind of 'counter' that should tell a character to change their response.  Not unusual in Twine games, but a bit too much of it in this one.

I'm hoping for more depth in future releases that might close down some of these long term loops.  Keep going and good luck!

(+2)

Thanks for the Discord heads-up - updated! 

All fair points - the main gameplay content for Act 1 is the curses - until Act 2, I'm really just expanding on content that I think didn't meet my initial expectations at release. Definitely should be / will be stuff when stats max out, but like everything it's when to do with time given. Newspaper articles took about twenty minutes and foreshadow the rest of the game. Other things won't be that quick. 

Few specific things I'm keen to know:
- Not sure what content you think is missing or broken - there's flags at the end of all content that are limited / not implemented. 

- Aggressiveness 0 - design choice not to make all options submissive in nature here, not missing implementation. Personally I don't like games that force you into just one choice due to stats, so they'll always be at least a choice to try and fight back.

Thanks for the feedback though!

(+1)

I'm with you somewhat on the '0' thing, I get it, but the choices to redeem yourself and gain aggressiveness back should only exist when called for by the situation.  The others need events when certain maximums or minimums are hit to warn the player they are going to hit difficult to 'change' times.

The flags you mention are only at the end, not when you are in the middle of a looping behavior.  I worked the game enough to figure out how to keep the characteristics FLAT, non-changing.  If you build your schedule properly, you can attain stats in any way you want.  This happens because there's no check on certain events which shouldn't be repeatable forever but are.  I'll take this over to discord if I can get in.

Right now, it's only important for players that figure out how to 'game' the game.  For everyone else, I guess it would be a good thing to discover as it lets them figure out how to raise or lower which stats they want, something I think you were going for.  At some point though, you should put an end to the shenanigans.