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cool visuals. the game play is pretty basic though. it would have been nicer to have the game play reflect more the ideology, i found myself playing a color matching game rather than looking at the characters overly stereotypical responses. (but i mean conveying ideas and character with pictures is pretty hard to do so i don't blame you.)

i feel that there could have been a bit more intricacy when talking to people. perhaps instead of them being good or bad and having only to push a button to talk with them to discover what there true intentions are, which are assigned a color based on some randomly assigned value as there character. 

to make it more intricate  you could have the option of  choosing  the topic and use the color as a variable to gauge how well received that comment was mixed with the results of the previous interactions. so you could talk to a person find what they are interested in and when you have built up a good rapport with the person then ask them about going to the march or whatever. 

people can change their beliefs if someone (you) challenge their idea's/stereotypes by offering a good example of why their beliefs are flawed through their(your) own character. 

(+1)

Yeah, that's far more complex than what we really had the time to do in the end. I wanted to give more depth to the conversation logic but then we wouldn't have finished the game on time. 

The current logic actually allows for some probability to change people minds when talking to them (either through casual conversation or ideological discourse). There's an "affinity" level that I ended up deciding it was best to show the player via a color shadow. If someone's radically opposing  you in the spectrum, there's no way to convince them, but casual conversation can let you know about someone's way of thinking  - much like in real life, sometimes. 

I'd absolutely loved to explore more gameplay posibilities for this, but we were going for something simple for this arcadey theme.

Thanks for your comment!