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and also maybe there could be a "hard mode" where its harder in the main segment but the end segment is balanced with the rest of the mode.

Yeah, I reckon it's a little too dull at the start, right? I'll look into that.


..and since we're on the topic anyway I wanted to ask how you found the texting system. I found that most players couldn't pay attention to them and I didn't want to resort to using text boxes like in rpgs.

I was considering ways to make the relationship between the characters more diagetic as a result. Like the player character herself benefits or loses with gameplay from the results of the relationship.

well i mean seeing the story as i played i never found a problem, but the last ones didn't seem like they worked the way the others did