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on the choice design decision 

We decided to limit the choices to being more in supplemental material. What supports you do change the character endings, for example. How you develop Pup’s conflict resolution will determine a number of small things down the line.

for the sake of scope management, we committed to the choice design where you have small choices that build up over the game and create a variety of end states for epilogues, classes, TFs, etc. Basically the style of agency you often see in a FE style game, largely. 

Which it in itself is a significant workload. Supports are a massive undertaking alone, for example. There will be literally hundreds of them by the end. 

And that makes other agency options, like major branching storylines, an unrealistic goal for us. As to say, we chose to make a game we knew we’d complete one day