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(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.