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(-5)

Why would you even CONSIDER allowing them to trap you in that place?
Freedom is worth more than all the protection in the world.
Better to risk death than being locked in a cage, however gilded.

You'd be a million times safer if it became known that nothing anyone did to you could possibly make you help them, unless you -wanted- to help them of your own free will.
(I realize that proving it would be an unpleasant experience, but in the long run you'll either be dead or free from other people attempting to force you, and both options are better than the alternative.)

It's REALLY irritating that I can't choose to just leave --or at the very least attempt it.

Even if it means meeting a bad end.

(Of course, if the mc had been smart they wouldn't have revealed their powers to begin with, to anyone. But what's done is done.)

And it's impressive how many ways you find to say "Yes".
It's almost as if you wanted the reader to think they have a choice when in fact they have no choice at all. >_>


-

The story itself is very good, and well-written too.

But I feel like you can't make a SINGLE choice yourself.
(Not counting love interests here.)

Even when someone in the game ask you if you want to do this or not, there's no choice at all --you end up doing it.

At most you can pick one of ten ways to say yes. >_>

I also notice that there is no route you can choose to not have a love interest focus.

And instead of actually having several encounters that determine your relationship to someone, you can choose first who, then whether it's platonic or romantic.

As far as I can tell, it doesn't matter if you try to ignore them (and if it had been possible to insult them, that too) or whatever you choose otherwise; Everything is determined by those two choices, and NOTHING else.

That's what it appears like to me, so please tell me if I'm wrong.

-

Overall this game has a very interesting and well-written story.

But it is EXTREMELY frustrating to have NO choice at all!

(+4)

Ultimately, this is story about romance and/or friendship, and that's what I'm interested in writing.  That's why you have to choose a route and decide whether you want to befriend or romance the character—that's is the design and the purpose of the story. If this isn't you cup of tea, then it's best to read something else. There are many stories, and I'm sure you'll find something you'll like. I'm satisfied with how the story is written—it's exactly as I wanted it to be. I'm not trying to write everything that is possible to write or make a story for everyone, so I won't be changing anything. 

The story has to go in a specific direction because I have a plot in mind and I can't let the main character wander willy-nilly. I need them to take particular steps to get to a specific point, which is why the MC has to do plenty of things that you as a reader might disagree with or dislike. They're not a self-insert either; they're their own character, with their priorities, fears, desires, etc., which affect how they act. 

There will be choices that impact how their story progresses. I agree that so far they've been limited—and I'm fine with that. I already have to keep in mind a lot of things because I'm writing five different routes alongside the main story—and it'll become more complicated once the readers make a very important choice in Chapter 7, which will change the flavor of relationships and endings tremendously. Adding more choices that would add more branches that lead nowhere is not one of my goals for this project, especially considering this is my first IF and I don't want to make my job harder than necessary by biting more than I can chew. 

About two choices to decide your route—that was purposeful. It's a system I prefer when I'm playing other games/stories, so I wrote it like this. 

Thank you for sharing your thoughts 💛 I appreciate you taking your time to read my story and write a comment. I don't intend to change your mind on anything or influence how you view TAS. Just wanted to reply to some things you wrote :)