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(1 edit) (+2)

Comment containing a spoiler

Very interesting idea! I loved the art style and sound design very much. However, the traits are kinda unclear and ambiguous. Everyone perceives them differently based on their moral compass so it was hard to figure out what values you have assigned them before receiving the Eye of Horus. After that, it was also difficult to figure out how the mechanics of balancing work in order to affect the final result (I still have no clue).

Some other things:

  • There is no ending and the game soft locks at the end when back in the menu.
  • In one run I somehow managed to get all the characters to recite lorem ipsum to me.
  • The SPACEBAR to proceed in dialogues is very unfortunate when the rest of the game is controlled with a mouse.

Also, tell Bast to chill a bit. :D

(1 edit) (+1)

spoilers below:

thanks for playing with the game and for your feedbacks. so the idea of the gameplay loop would be to keep Heaven and Hell balanced. eg. if Heaven's score is around 75, Hell should be around -75, etc. every character has a score according to their traits, and that score adds to the value of Heaven and Hell, to where you send the soul. so if you send an overall -8 valued soul to Heaven, Heaven would lose 8 points. but if you send the soul to Hell (the right decision), Hell's score receives -8 (they go negative direction). the main reason the visit Hell or Heaven mechanic is to check how the score is, and try to figure out, what could be the right balance. probably could have explained it more, but tbf wanted to give the players the liberty to play the game as they wish and don't feel they have to make right decisions. to extend that if you finish the quest lines, you have the option to side with either Heaven or Hell as an extra victory condition, I'm very sorry you came towards an immersion breaking error. we'll look into the bugs you noticed! 

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That sounds very misleading. Because what you have described is that if I have a -8 character the balance will always change in the favor of hell no matter what my decision will be. If I send them to hell, it gains 8 points, if I send them to heaven, it will lose 8 points. This means that hell will always “gain” 8 points in their favor.

Now the interesting speculative part: I would suspect that this can be inverted for a positive character, meaning that it will always be in favor of heaven no matter my decision. If this is the case, that sounds like the overall balance of the scale is pre-determined by the randomness of the characters I get and my choices don’t affect it.

But I think that Ammut said in one instance that he wants me to bring some good people to hell as well. Then, I would expect that would be a positive outcome for him (not losing points but gaining points for positive characters I send to hell). Which would empirically tilt the whole balance toward hell.

Maybe the quests have a significant effect on the balance but I was unable to verify this. For me, the information if I finished a quest was not sufficiently conveyed. For example, I had one quest for heaven to “bring all characters to heaven for the round” and I did that for multiple rounds and the quest was unchanged. And because of the RNG, hell was significantly better off after I did that.