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You have a great mechanic at the center of your game. Testing player's general knowledge about religious beliefs and their  ability to empathize and say the right thing creates great moment to moment gameplay. It seems that you could permutate  these two abilities, creating scenarios in which players need to know both, or even ones in which they need to choose between one and the other. It is very smart of you to design in this episodic way right now. The next step is to use variables to create a "record" of player's choices, which may lead to further scenarios. Why not use Manny for that (love the Grim Fandango influence, BTW)? You could easily create a variable called something like $mannyTrust, which grows every time the player does the right thing. Eventually, when $mannyTrust reaches certain level, you could open a new scenario involving Manny's quest-line. You are, of course, welcome to disregard my suggestion, but I make it so you get a sense of how a robust adventure game could unfold. Good job!

Oh wow, I love that idea! It's a great way to start introducing some of the variables we were talking about in class. Thanks so much for the feedback, Abe, I've got so many cool ideas now coming from that!