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(+1)

I know that trying to account of every possibility in something like this is a near impossible task, but there were definitely a several points that I wished I could have given my actual answers. As an example, in the first scenario, I wish there had been an option to talk to the cabin boy instead of just taking the captain’s word that the cabin boy was okay with sacrificing himself for the rest. I didn’t fully trust the captain, so I didn’t know if I actually believed him when he told me the cabin boy was okay with it. If the cabin boy said it himself, my choices likely would have been different. Even more than that though, I wish there had been an option to sacrifice myself to save the others. While yes, the later scenarios did have some self sacrifice type of options, spending money to save lives and paying higher taxes don’t have the same weight as offering my life to save others.

In general, I felt like the choices I was given were very limited for discussing moral dilemmas, as were the interpretations of those choices. I wasn’t going to eat the cabin boy, not because I am morally against the idea of sacrificing one to save many, but because I didn’t trust the captain was telling me the truth. Fixing the car part made the most sense, not just because lives were more important than money but because knowing this was a problem and doing nothing would be worse for the company’s image than stepping up and fixing it. Not wanting to government to read people’s personal messages has more to do with my government showing itself to be untrustworthy than because of thoughts of personal freedom and privacy.

I tried playing a second time thinking of my character as someone different instead of me, but it still just felt flat to me. I felt like I was being lectured more than taking part in a game or even really a discussion. It felt like it was pushing one idea of what morals should look like, and I didn’t feel like I really had the option make a different argument if I disagreed. I may have had some choices I could make, but it felt like I was being pushed in one direction.

I think the idea of this game is interesting, but it feels very limited for the topic.

(+1)

Hi! First of all, thank you so much for the detailed feedback.  I really appreciate it!

I completely agree that the dilemmas can feel flat and limited. Real life is far more complex and full of additional variables (like the possibility that the Captain could be lying, as you pointed out). I intentionally simplified many situations to avoid overwhelming the player with too much information in each scenario and to keep the experience concise. Otherwise, the game would take 50 minutes instead of 17–20, and not everyone would be willing to finish it. That said, I agree that this simplification can make things feel too flat, and I’ll think about how to make it more nuanced and engaging.

I tried to structure the branches so they would always challenge the player’s choice by presenting an alternative perspective. My goal was to show that in complex moral situations there is never just one viewpoint and never a single “correct” answer. The idea was more to encourage reflection and help players understand themselves better.  To understand why they make certain decisions in these situations.

And thank you again for such precise feedback. That’s exactly why I released the game in beta - to understand how different players perceive and experience it.