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(+1)

Looks great! I'd love to be able to mix and match traits for my future characters and optimize my playstyle around certain skills, like being a cook who forages or a ruthless hunter. I think that personality traits (like tomboy and psychopath) should be separated from stat boost traits (like the smart trait or skilled with guns) traits in that they can only be chosen once so that personality-specific dialogues don't conflict. It'd also be really cool for people to see that specific personalities can be chosen with their own unique dialogue for replayability value because when I first played I didn't know that the tomboy had different dialogue than the other 

(+1)

>I didn't know that the tomboy had different dialogue than the other 

what the fuck, it does?

To be perfectly honest, I didn't either. It's quite posible I put it in the game long time ago and forgot about it. Lol.

(+1)

Yup, when talking to the bridge bandit the dialogue is more blunt than when you're playing a different character

That's pretty much what this system does. You can combine traits in any way you want. There are some traits you can't pick together, for example being more afraid of abominations and being less afraid of abominations can't be picked together. You can take only one, which means there is less room for conflict. You can still take more than one personality trait however. You can be a psychopath who is good at haggling, enjoys company of other people and is a lazy worker. The system makes it very easy to check what traits the player has, so making unique dialogue for certain situations will be easy.

By the way, what dialogue is different for tomboy? I completely forgot about it.

(+1)

Sorry for the late reply, I've really only noticed the dialogue being different for the bandit guard at the bridge. The protagonist is simply more blunt and rude

I think there might be more dialogue like this. The cure quest deffinitely has multiple outcomes when you talk to the kobolds that want the cure from you and I'm sure there is even more I simply forgot about.

With all those traits I added, making more varied dialogue will be very easy. I just have to get to it.