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(+1)

i like dice, but i didn't miss them here. dice are uncertain, & they take control away from the player & introduce emotional notes like surprise, humor, disappointment, futility, the thrill of taking a risk, trying to punch above your weight. those notes support DE's themes very well.

but this game feels dire & resolute, and the choices in each challenges seem less like risky attempts & more like intentional choices. the results of choices being determined by whether or not your stats hit a certain threshold, like in Fallout & Reigns, gives the player a lot more control. this also means the player is more accountable for their (in)ability to complete certain tasks. with what Winterwrath is right now, i think the weight of that accountability works very well. 

but ofc, for a longer experience, you might decide that uncertainty feels more fair, or more RPG-y, or emotionally significant.