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Strange i would have thought that you would write it so that either could trigger the scene

The romantic timeline for Lani was greatly accelerated by the dungeon tent, and I hadn't really properly planned that out ahead of time. The scenes where she's sort of coy and not sure about her feelings don't really work if she's already banged in the tent, so I left in a way for players to slow down romantic progression while maintaining the dungeon functions (specifically to allow players to see those storylines if they had progressed too quickly).

It's possible that I'll rework the various progressions of those scenes in the future, but I'm hoping to get around that by implementing a quest system to give guidance towards selected scenes in the replay... the problem with developing a game like this is that giving options for progressions means that I need to support all of the combinations of those actions. That's not so bad when I add in later events (since I have an idea of what could have happened earlier), but altering something fundamental in the early game creates a lot of diverging paths that aren't always easy to clean up.