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(2 edits) (+1)

Hey, thank you for playing. I'm sorry it was not fun. I'm interested to know - what did you find confusing?

There is a soft lock - I'm aware of it. I fixed it and I'm going to upload it on the 17th.

There is more to the game after that point - building relationships. When you are (trying to be) closer to an NPC the flashing spheres on the body which you need to repeat make sense because they increase/decrease a Mood variable which you use for special actions that increase the depth of the dialog.

The menuing was overwhelming and I did not understand why there were 4 different ways of interacting which all had seemingly the same option basically, the stats seemed like they didn’t do different things (not that i know what they did in the first place). And so the whole experience could have used some onboarding and also reasons for why there are different options in the first place.

(+1)

Correct, there are tree types of actions (basic, advanced and special which is revealed in the locked off part of the game). 

Whcih of the 4 types of intent you select matters because when you chose the correct one you get +Power or you lose one power. If the power of your character drops below zero. That triggers the emotional state of worry which restricts the available intents for the next turn to Defend only. You play a mini game and if successful the worry is removed and the restrictions are lifted.

I'm still developing the system - there's a lot more to do. I'm participating in the jam in the hope of getting some feedback. I don't care about the competition. And I try to make the game useful in more than one way - hence you get the historical setting. I hope you found the history interesting at least.

I wish you a bright day