Thanks for your kind comment <3. I too hope Morgan got to their date on time and had fun lol.
Noodulph
13
Posts
5
Followers
3
Following
A member registered Dec 31, 2024 · View creator page →
Creator of
Recent community posts
Give and Take: A Hero’s Journey jam comments · Posted in Give and Take: A Hero’s Journey jam comments
I couldn't reach the end through the evil path, but it seemed really easy if I were the bestest boi. It seems that you're tryina deter the players from picking the abhorrent options by intentionally ending their runs early. If my understanding of the design is accurate, I reckon the following suggestions might make it a bit more fun:
- Invert the path’s difficulty. The best scenario to illustrate this is the burning house scenario: choosing to save people is the good choice, but it might get you killed or hurt.
- Provide more options for the player to make it actually morally ambiguous, e.g., ignore the beggar, don't touch the dead bird on the road, drive the dog away.
- Provide multiple "good" options that seem equally good.
- Create some rare scenarios where all the options seem equally horrible. You can get inspiration from the many variations of the trolley problem.
- If and when you add an inventory system, have some seemingly useless items unlock intriguing options for the players (this is really good for replayability).
- Design the bad choices to gradually scale throughout the playthrough. e.g., first bad option: ignore the rock that might trip someone else on the road, last options: [insert the most vile act ever].
- If you are up for an even bigger challenge: the "better" good options and the "worst" bad options aren't even revealed unless you've consistently leaned toward good or evil throughout the game. (specifically for the last scenario, and generally for all scenarios).
- Most importantly, where the hell did you find an AI narrator that doesn’t sound like it’s choking on gravel?
But seriously, well done you guys are awesome, I wish you the best <3



