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(+1)

This is actually worse. There is less contrast between the background and the text colour and the UI elements, the text size is still too small, and the layout of this screen makes no sense: the vertical alignment of the elements is all over the place, the ordering is confusing, and none of this is really explained. Why am I moving a slider for what isn’t a scale (it should be a dropdown if anything), why is it a doughnut chart on the right? What do the red and the blue indicate on the central one? Why am I doing anything? I was presented a wolf and selected the word “praise” then I’m blasted with this menu, followed by a horrible tree diagram with text so small I had no idea what I was even selecting.

On a side note, the itch page for the game is also very difficult to read, especially the links, because of the grey background and red hyperlink colour. I really think you need to do some robust research into accessible UI before making further changes.

Overall I do wonder what you gained from using a custom engine? I’m struggling to see how anything here would require it - of course if it’s just for fun or for experience then it makes sense! But otherwise… It seems to have held you back.

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I get a sense that you're annoyed... I am frustrated too that people can't appreciate the ideas and stories because of technical issues. 

Yes, it was necessary to make a custom engine because what I'm doing is fundamentally different from what is out there publically. I would have to change so much in popular game engines that it's better to just assemble what is needed. There is a lot more to the menu than the story/choices window - most of it is hidden in order to gradually introduce the complexity (and flexibility) to the player.

The first time you play the game there are highlights for the book - that is the paid onboarding library . However it seems that recently there was some bug which makes it useless for rendering inside an iframe (how you see the conversation overlay). 

Why is it necessary to select the intention and affect after you click the button? Bingo! That's the most important question. Because the design goal and the implementation is such that for the second act of the story (or probably it's going to be a separate game) you would not have predefined choices. It would be free flowing conversation. 

The tree diagram can be zoomed with both the mouse scroll button and pinch (touch). I am trying to figure out how to display it on the whole screen.

This game serves as one big tutorial how to use the conversation system. This game really is just a wrapper for the system - every decision and design is around the system. Whatever game(s) I'm doing next are going to include the system. 

I would be very grateful if you can comment on the idea of choosing your own emotion/intention inside a social simulation comapred to reading a list of predefined options, picking one and moving through a linear story (even if it is branching).