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(+1)

Thanks for playing the demo!

>you'll need a big notebook to keep everything in check

I predicted this, so internally the dialogue branches (or the beginnings of branches) are grouped not only by categories, but also in internal groups. For example - the "Goal" category had 3 groups - "Ask about the goal", "Goal achieved - negative" and "Goal achieved - positive". Those groups can be plain ("always enabled"), or be removed from the dialogue options via some condition check (like the goal dialogue options were). I think this will at the very least help with managing the scope of the dialogue contents.

>just fill out your stickman's mood meter

Yup, either way (negative or positive) is fine.

>I sure hope there will be other ways to achieve a 'win' condition

Not in this demo since I didn't have other gameplay mechanics (map traversal, etc) ready for the demo. If I manage to implement everything that I want, including the story planned - praising every NPC will not get you a happy ending.

>Also it's a long dialog tree already, other NPC interractions should be a little more rigid imho.

Yeah. This is a tech demo for the dialogue mechanics, so I went wild with it. I plan to have proper dialogue trees for quest objectives, every other interaction should not be this long.