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If you're talking about gameplay, we did add a Guide  that is available in our development log. While brute forcing is fine, as this is a visual novel and you can brute force anything there, we didn't want to lower the difficulty as we want it still be somewhat challenging. The flow might be revisited in the future, but that still mostly will be better explanations and maybe more hints if we are to add new content (Which to be fair, if you do question a certain line, it will show a hint so we thought it would be enough).

Maybe also because we are not really the best English speakers/writers and I genuinely sometimes think I am dyslexic with how I write and talk recently :v

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As I said before, I really do like the story. I also really appreciate the artwork. You all did a great job. I look forward to the revisions in the future that improve the game.


One thought I had was a way to use the trust system to double as a sort of resource for hints, if the player needs them. Right now, you only lose trust if you make a wrong guess. Maybe you could also deliberately spend one of your trust points to get a hint. This would maintain the difficulty but allow us to get in-game hints if we need them. It could also serve as a way to get insight into what the main character is thinking at the time, how his mind functions. This might make the gameplay a bit more dynamic, too. Add a bit of a risk vs. reward mechanic.

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Interesting proposition. I will consider this when I recheck the codes for the Chapter 3 event. For now, the Guide will suffice during development. Thank you for your insights!