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(+1)

Triggers could be implemented in sprites, so that if a trigger was on, it would trigger an ending elsewhere or cause a different room to appear from an exit. Or if an item was interacted with once, it would show different dialogue afterwards.

Example:

0 In room 1, talk to a character sprite (dialogue: Please get milk.)

1 In room 2, interact with sprite of fridge, triggers A (dialogue: You take milk from the fridge.)

2 Interact with fridge again, but because A is triggered, there is different dialogue (dialogue: You already took the milk!)

3 Because A is triggered, talking to the character sprite again triggers an ending (ending: Thank you for the milk!) Without trigger A, the character sprite would repeat the original dialogue.