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Decent and interesting, I'm presuming its release is intended for monsterloving audience.

-prose is good most of the time but inconsistent: "he'd been commanded to do 'that stuff'"
-player knows too little of the context of the interaction to be able to understand what the dialogue is about
-the lock in options could both be equally read as romantic or friendly, either they should be reworded or lock-ins should be abolished for a fluider system
-the speed of the romance is a bit fast, for all i know ive known scorn for all of two minutes, i've spoken with him about self-ideation and he immediately went to bone
-some speakers of the text are, at times, undefined, one box seems to have code in it
-some diplomatic and idealist options sound like different phrasings of the same concept
-there is no intermediary route between ruthless muscular bear-o and the two routes for macha drinking metropolitan

I believe in the quality of this game, and so does the Australian government, apparently, congrats on that.

(1 edit) (+1)

Hi, thank you for this feedback! A bit cheekily, we've thrown in a lot of very deliberate 'does this trigger x/y response' to show how close attention players play to specific dialogue choices.

To answer your question, this dialogue is a very specific dialogue that triggers well into the play experience. So there's a LOT of context missing.

This is very validating to us, thank you so much for taking the time to play this weird little test we have. You've been very helpful.