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(+1)

I'm not gonna phrase this as a question, because an answer would probably be spoilers. I'm just thinking this through.

There are games like Alpha Protocol, where your relationship meter is how much someone else trusts you. No matter how high your relationship with someone gets, you still have the option to betray or abandon them. In fact, a good relationship can make it easier for you to outwit and outscheme them.

Then there are games like Girl in the Box, where your relationship meter is how much you trust someone else. At low relationship, you oppose them, and at high relationship, you support them. If your relationship is high, but they're blatantly going to be betray you, you're locked out of all the options that would allow you to defend yourself against them.

In the setting of In Blood, it seems suicidal to alienate all these dangerous people, but it also seems suicidal to trust them. I'm hoping the game allows some degree of tightrope-walking, rather than just picking your preferred flavor of Too Dumb to Live.

(+1)

Hi! This is something we've been aware of during planning, and have allowed choices for. We promise there we be other options than just going along blindly :D (Any other info might be spoilers)