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(+3)

I really love this game, it's one of my favourites along with Speaker and Wayfarer. I just had a bit of a question as I don't understand the guilt bar? 

From your recent update I get that it's supposed to affect the character's relationship with the others but I personally feel like it would be understandable to hide something like that for personal safety so wouldn't the people who love you understand that as well?

Would a trust bar work better instead? So like the more your character trusts the other characters, the more you tell them and the more they can help you figure out what happened instead?

I'm not criticising at all I'm just unsure how it works in to the story?

(+4)

Thank you for your feedback! To address your question: the guilt bar was initially designed to represent the MC's internal conflict over deception and the residual guilt from past actions. When I first implemented this mechanic, my grasp of game mechanics was pretty basic, and as you and others have pointed out, self-preservation might not necessarily warrant guilt.

In designing this, I believe I was primarily focused on the implications of lying rather than the act of self-preservation itself. I hope this clarifies my initial intent.

Based on the feedback I've received, I'll probably leave the guilt system it as it is for now. However, your suggestion of a trust system is particularly intriguing — it has sparked a "Why didn't I think of that?" moment for me, and I'd love to explore it further.

I greatly appreciate your comment and the inspiration you've given!