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(+16)(-6)

So from what I can gather there is no fail state currently in this version in the game

I decided that my character was depressed after a bad interaction and just starved myself which just took me to a hospital where I just kept watching TV until 5 or 6 months had passed with zero intervention from doctors or anything

Idk probably something worth looking into I guess, just odd there wouldn't be any real consequences for such actions or a finality for taking such paths with ways to express how your feeling and people in your life noticing that something has changed and are concerned 

Again Idk probably beyond the scope of this game and is merely an observation while playing 

(+8)(-4)

why is bro getting downvotes, he makes a solid point

(1 edit) (+9)(-3)

Why do you want a fail state in a laid-back life sim that's based around role-playing a character and having fun?

Even when we implement more severe consequences it's more the vibe of this game that you can always recover. It's a hopeful, joyous game, you know?

(+8)(-1)

I can understand that but I guess every game I've played tend to have more of a consequence for choices and such like a fail state even when more so laid back 

I dunno just felt like sharing how I felt about it, it isn't a complaint or anything, more an observation and down to how I played and role played within the game 

Apologies if I haven't really conveyed my point on this very well as I tend to struggle putting my thoughts into text, I get now I probably was uniformed enough on the goal of what the game was going for 

(+1)

I mean, this point alongside the softening of some encounters is weird to me.  Like, they clearly intended things to be potentially kinda dark, but then decided against that and I don't really get why.

(1 edit) (+1)

This is quite literally on the roadmap lol it has been since the start of the game