I can see why you'd feel that way about the dialogue, and as the writer it was in part designed that way so that you wouldn't feel like you were missing out on story when you had to focus on the 'stress events'. And Curturp is right in that a whole lot of the more dynamic aspects of the dialogue ended up being cut; he also had some really great expression animations that we sadly didn't have time to implement either that would have helped a lot with making the conversation itself more interesting. In short, the dialogue didn't end up getting quite the polish it needed for us to flawlessly pull off, but the game jam was about getting the game done, so dialogue polish was sacrificed to accommodate the time crunch. Thank you so much for your feedback!
AquaHibiscus
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A member registered Jun 21, 2020
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A small simulation of how social anxiety isn't completely under your control.
Interactive Fiction
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Was a little confused on what was a good or bad thing while playing, and after the music ended (which was phenomenal btw) I just kind of ended up jamming with the Q and E keys until my fingers locked up. Not sure what the 'win condition' was meant to be because sabotaging yourself seemed to be the only way for the 'swag meter' to go down. Very original idea though, it was fun!
Syro - a game where your key bindings are out of control jam comments · Posted in Syro - a game where your key bindings are out of control jam comments