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My nickname for you will be "bughunter" from now on ;) I really mean that in the best way, I am very grateful for your feedback! I think this time I'll fix them with the next release.

My idea with the dialogues is that the more you know Zac for example the more topics you will be able to choose - which leads to more stories. Just a little spoiler if you don't know yet: Zac owns a bar. This information will give you the possibility to talk to Zac about his bar - which will raise his relationship to Ethan because who doesn't like it when people talk with you about things you love (and for Zac his bar is very important). With the talks about Zac's bar additionally more information will be revealed about Zac's way of life and Zac will offer other jobs, new contacts and so more stories. In general I want the dialogues to be a mixture of a general mechanic to raise character values like relationship and attraction and to trigger new stories by revealing new information. This is related to dialogues Ethan -> NPC. I already think about how NPC could start a talk with Ethan or how the interactions could be come from NPC so that the interactions do not feel just one way... At the moment the interactions are just a way to trigger stories by the player into one direction, the NPC.... I think this is what your questions was about? If an interaction / dialogue could go from NPC to Ethan?

Well, that works for me. I'm used to being either welcomed or totally ignored by devs for pointing out bugs. But after years working as a software tester I grew a hard shell.

Regarding the dialogue:



In this screen I can choose (I think) if I wanna have some Small talk or Get to know Zac better? Or are both things happening at once? 

As I have worked as a web developer for years and most times on my own or in a very small team - and though with lack of proper testing by others but me - I really appreciate this well prepared feedback. I've learnt that everyone lands in a tunnel view and feedback by others helps a lot when it is as constructive as yours. Even when it feels a bit annoying and painful when your hard work gets criticized - at the end the result becomes much better. 

So honestly - I would appreciate if you could help me with testing my game and - as I see you are a writer? - maybe with some story writing. I cannot contact you privately on bluesky or here on itch.io (honestly - I even don't know if it is possible on each of the platforms 😊) but maybe you contact me on Discord? My username is menoffredsburg there - you can write in German as I am German, too 😄

Regarding your question: My idea with the chat is that you can set the topic AND the goal. Each influence how the NPC will react. If you choose a topic that the NPC is eager to talk about it reduces his reluctance to talk with NPC and the result maybe better. For example when you chose to get to know Zac better Ethan's understanding for Zac may grow and Zac may reveal some more information about himself. If you chose to improve Ethan's relationship with Zac the outcome of the chat maybe a better relationship instead. The goal is what Ethan should try to achieve during the chat, the topic is more or less the tool to achieve that. By now this mechanic is only in the background but it will become more clear in short. And I feel REALLY disturbed that the "Details" button for the reluctance looks the same like the others as you as the player cannot change anything here - it's just some informational hints.