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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!