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noterday

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A member registered Mar 23, 2015 · View creator page →

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That's an interesting comparison I wouldn't have thought of. Obviously the stakes are pretty different but it makes sense. The idea was that you would want to lie as much as you can get away with, but be penalized if you did too much (which can happen but it's kinda subtle and uninteresting). In insight I think it's not a great idea to make the player write boring stories to not lose the game, so I'd have to rethink it a little if I came back to this. Thank you!

Yeah the plan at first sorta was that you'd be boring if you didn't lie and get in trouble if you lied too much, but looking back I made every choices you could make give you sales (except for one), which kinda defeats the whole idea.

Code wise it wasn't very complicated to figure out (using Tracery as a base which really helps with this stuff), but trying to actually write vocabulary and text that has interesting variations is much harder than I first assumed. 

Thanks!

So the idea was to have risk management mechanics, but they're mostly hidden and badly thought-out, so they might as well be random. That's something I'd rework entirely if I were to update the game post jam.

The story was charming! I was afraid the movement speed would get annoying because it's pretty slow but it was okay at the pace the game goes.