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(+7)(-1)

An overdue review for the revised prologue:

I'm not sure if the lack of choices is supposed to represent the MC being unable (in the prologue) to avoid their fated execution, but the lack of ability to have even superficial impact on the story altered my perception of the game. Obviously the whole point of the prologue is the execution, so I don't expect to be able to change anything, but the long passages of prose offered plenty of chances for surface-level "decisions" that wouldn't affect the narrative while still offering a sense of agency for the player, if not the MC. For example, maybe you don't have the choice to not trust your partner, but you could easily have different responses for how you confirm your (possibly misplaced) trust: Sincerely, reluctantly, bitterly, emotionally, etc. Other potential moments for this kind of thing could be your (internal) response to the distance between you and your partner, a choice to resist the pain or have some other (futile) response rather than just closing your eyes, having some kind of reaction at some point during your imprisonment/torture, and responding to the knight that helps you to the throne room. Nothing really changes except a few lines of text, but it would drastically up the immersion factor, at least for persnickety types like myself, and it would break up the long pages of Having Things Done To You by People You (The Player) Don't Yet Know. The effect might be different for someone who's been following the tumblr and taking part in the Discord, but at least some people (like myself) won't be coming in with that information, so any deeper meaning or emotional impact could be lost in a prologue that's more like reading a novel than playing interactive fiction.

This isn't to say that the reading was unpleasant, as your prose is rich and evocative and you have a particular knack for characterization, as characters have distinct voices even if they have little more than a few lines. If I'd gone into this expecting pure prose, I'd be extremely pleased with it and interested in reading more; I'm still extremely interested, but I went into it as a player of interactive fiction, so my expectations were a little different. The only choices you have in-story is to skip the torture, which isn't so much a choice in-story as it is a meta-choice to avoid a scene, and your final response in court. I did have something dramatic planned, but I found myself so stymied by the lack of player agency (as opposed to character agency) that I seized the first chance I (the player) had to actually do something and wound up telling the court to do something anatomically unpleasant with an extremely unsuitable instrument. ... Though I like to think that was also in-character for the MC, all things considered! The lack of 'personalization,' not to be confused with customization, also kept me from feeling particularly attached to or invested in the MC, which is a problem I often have with more linear/stratified forms of IF, like visual novels.

Which, again, doesn't mean that this prologue is bad; far from it, in fact! If the lack of even superficial options is supposed to be indicative of the MC's railroading, in contrast with their post-revival options in the main game, then feel free to ignore just about everything I said above. In either case, I'll still be watching this game carefully and looking forward to how it grows.

(+8)(-4)

Absolutely, I understand the criticism here. As someone who always took umbrage with the nonchoices given by major companies such as Telltale, I get the frustration that comes with having little to no real choices in a story-driven game; however! This was a conscious decision on my part. The prologue is meant to create frustration and hopelessness as a player because that is also a big part of the MC's default characterization. It's supposed to represent the relentlessness of fate and this absolutely doesn't change for anyone seeing the content on Tumblr and Discord.

Now, this only applies to the prologue. Chapter one comes with multiple choices in certain passages, important ones and surface-level ones, and plenty of dialogue choices.

(+3)(-1)

Thanks for the prompt response! I appreciate the confirmation that it's an intentional choice, so I know I didn't totally misread the situation; it still doesn't work for me as well as multiple-but-futile choices would, but this is my subjective opinion and the prologue is brief, so it's far from a dealbreaker. Implementation of saves, incidentally, is also greatly appreciated, especially if there's as many potential paths as implied, as well as the content being as accessible to players going in blind as it is to those involved with the Tumblr/Discord. I prefer to experience the story as it unfolds, so any supplementary materials have to wait until after I finish the game.

As ever, I look forward to seeing how Villain's Promise grows and evolves, and I anticipate future interactions with these varied characters... and, more than likely, doing my best to ruin some lives and get away with it. After all, how often do you get to play the villain?

(+8)(-2)

Of course! As this is my first real story being put out there- and my first time making a game- it's really nice to see opinions players have so I can grow in both areas. Thank you for playing and I hope you enjoy the villainous path I develop <3