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Very moody! Starting your game with a car crash, the details of which are the result of player choice, is a solid choice. Driving slow versus driving fast may be, in fact, a good way to start parsing the rewards you dole out to your players. Should they play slow and steady, taking their time and weighing their options? Or should they instead be bold, adventurous and brave? Think about how you can encourage our dissuade players based on your world view, on your theory of how people should behave in a situation like this. The more you can set up choices that have a moral weight to them, the more insightful your game will be. Solid start!