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(+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.