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(+2)

I never thought I'd be scared of players slowly approaching me lol. It could easily expand into a game where you can see the preferences of each player approaching you so you're more inclined to understand what they expect or risk giving something unexpected and seeing the results, because one of the things that made the experience hard for me was picking between options I felt the played would hate me no matter what. Overall, great work

(4 edits) (+2)

Thanks for playing! The initial idea was to associate words with 3 parameters:
1. Class of the player (taking a guess from their appearance)
2. Player level (which would've been shown)
3. Player expression
However, more dependencies create more complications with content, which is tough to unwrap when basically getting a day to make it - so we ended up with just the player class association. Different classes react to words differently (eg. supports react positively to positive words but negatively to aggression, rogues for greedier/sneakier words, warriors react positively to violence-heavy words but negatively to supportive words, mages react better with magical words etc.) You could say in the end we decided to focus on the "silly" aspect of just making dumb quests rather than the "game-y" aspects of it.