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(+8)(-4)

Absolutely, I understand the criticism here. As someone who always took umbrage with the nonchoices given by major companies such as Telltale, I get the frustration that comes with having little to no real choices in a story-driven game; however! This was a conscious decision on my part. The prologue is meant to create frustration and hopelessness as a player because that is also a big part of the MC's default characterization. It's supposed to represent the relentlessness of fate and this absolutely doesn't change for anyone seeing the content on Tumblr and Discord.

Now, this only applies to the prologue. Chapter one comes with multiple choices in certain passages, important ones and surface-level ones, and plenty of dialogue choices.

(+3)(-1)

Thanks for the prompt response! I appreciate the confirmation that it's an intentional choice, so I know I didn't totally misread the situation; it still doesn't work for me as well as multiple-but-futile choices would, but this is my subjective opinion and the prologue is brief, so it's far from a dealbreaker. Implementation of saves, incidentally, is also greatly appreciated, especially if there's as many potential paths as implied, as well as the content being as accessible to players going in blind as it is to those involved with the Tumblr/Discord. I prefer to experience the story as it unfolds, so any supplementary materials have to wait until after I finish the game.

As ever, I look forward to seeing how Villain's Promise grows and evolves, and I anticipate future interactions with these varied characters... and, more than likely, doing my best to ruin some lives and get away with it. After all, how often do you get to play the villain?

(+8)(-2)

Of course! As this is my first real story being put out there- and my first time making a game- it's really nice to see opinions players have so I can grow in both areas. Thank you for playing and I hope you enjoy the villainous path I develop <3