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(+1)

I like the idea behind it but the fact that you don't know what each option does really feels like removes my agency. Instead of me having to think about the dilemmas of option I need to guess, remember and only then think about what I need. :(

(+1)

Yeah, whether or not to show the player what their choice would do in advance was a pretty common question for us, especially how to show it without giving too much away. There is a highlighting effect when you hover over a stat, but it is pretty subtle and only shows which stat would be affected, and not if the stat would go up or down. Regardless, glad you enjoyed a part of it (:

(+1)

I think that if you want to add some uncertainty you could tell the player what is the expected result but add some randomness like increase x by 3-7. So the player has some idea but doesn't know exactly what will happen