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It depends on how you mean- my approach to dialtone's soulless was a bit different than UT/the bits of deltarune we've seen up through chapter 2, in that the lack of a soul doesn't deny someone their personhood or MAKE them into an unfeeling monster. The tagline i wanted to highlight most was "Is this how you are? Maybe- but it doesn't mean you have to be. It doesn't mean you can't try." 

A lot of the hues-writing was made to pave way for character hooks one could use as a guideline if they didn't have anything else- in the case of the soulless, perhaps making it a long-term goal to regain their soul or question what it means to lack one/still have agency in their lives. That being said, even as the writer/designer for the game, i'm always going to defer to players and encourage them to approach or adjust mechanics as they see fit; if the boon/blessing/bane for the soulless is a lot to handle, you can adjust as you see fit.

If it helps you any, my intent was to kind of emphasize the weight of consequence with them- the boon and blessing are radically potent in combat... but by and large just combat. TTRPGs by and large often aren't just combat, and have a lot of interpersonal relationships or dynamics going on between party members and npcs- thus the bane literally makes it harder to wear your heart on your sleeve, and to be known by others in an emotional capacity.