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While fending off an assassination attempt at the pool (unsuccessfully, clearly), it says that there's tools checks being made. I can't figure out what group of skills this is testing. It's very possible I'm missing something, but I think this is inconsistent language. 

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Sometimes tests have an extra bonus marked to indicate the effect of a check you passed/failed earlier and its associated flavor text. In this case there were checks a few lines earlier to see if you had any tools fhpu nf n enltha be n xavsr gung lbh pbhyq hfr gb phg jverf jvgu. It's marked partly for the benefit of people who are actually trying to make notes of how difficult various checks are.

When is a temporary buff/penalty used, versus a temporary skill category, versus making subsequent checks harder? I was confused about the effect of the Exhausted penalty, but eventually saw it had updated the overlay, and was surprised at how brutal the effect was. I’m not entirely sure what “Stance” references. I can sort of guess, but the notifications suggest Stance’s effect is negative? Noticing when a check is Deception (Expert) on one run but was Deception (Graduate) previously seems like you’d need a lot of detailed notes, or a very good memory. :)

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I don't know that I can give a reliable consistent explanation since things just pour out of my head when writing :D I suppose one difference is - is it a long-term penalty, or is it just affecting the very next check? IIRC there's some exhaustion/injury scenarios where you are affected for the entire rest of the quest, so it gets a bigger notification to draw attention to it. Same with the quests where you can get a specific physical bonus before starting that lasts the whole quest through. 

I don't remember where Stance comes in but most likely it can be positive OR negative depending. Tools, in the above example, is either a mild bonus, a nothing, or a mild penalty, depending on what you had to hand at the time. Sometimes, before attempting something difficult, Zorana goes through a whole list of things that might affect how well she does at whatever she's about to do, and all those checks add up to swing the final check, but they were clearly just about "can she do this one thing, how well prepared is she" so after the check where those bonuses are applied, they're not relevant anymore.

(IIRC in these cases I usually just wrote "bonus/penalty to the next check" in the script and Spiky came up with something to show it in the display)

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Fun stuff, thank you! Always interesting to hear about your process. :D