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The personality options at the start do lock/unlock some choices (for instance, you can only pick up a weapon in the dark hallway if you have the right trait). But mostly, the personality choices will lead to what I consider "hidden" branches - basically places where the story branches outside a choice menu and the player wouldn't normally know there was a branch there.  That's the main reason I included flowcharts in the game - so you can see where those personality branches are hiding.

In the common route it's really easy to include choices that are hyper relevant to what's going on. It gets a little more difficult in the character routes where I need to have more control over the story flow to keep the branching from getting totally out of hand. But I do try to make sure the choices are significant - even if there are places I know I have to force the MC into a certain reaction to keep the story manageable and headed where it needs to go. LoL

(Having pity on Rory is significant, though, since it has an impact on whether he shows up again in certain routes or not).

Anyway! I'm happy to hear you like Quill. I haven't started his route yet because he was added into the game as a Kickstarter stretch goal and I'm focusing on the original six intended LIs first. But I'm looking forward to it. I think he's going to be a fun character to write. He doesn't do much in his brief introduction besides complain that the MC is passing out in the street - but his personality is fun and I can't wait to introduce him more fully. OwO

I know but him complaining like that is like Ridiculous grouch, it intrigued me immediately. He's like "hey, you can't die here." XD I was like, omg, who would even say that, must know. I'm glad you're making these games. 

 Well, you know...street cleaners just aren't equipped to deal with corpses. Gotta look out for those city workers! LoL