To many games have simple right and wrong choices in my honest oppinion. That's why i enjoy the flavor choices in this game as well as the obvious right and wrong ones. Although i implore the developer to try and remove those as well like in earlier suggestions. You could go ill work with everyone route of course and it seems like that is where this game is leading but for replay ability along with the flavor choices lock outs that also lock in additional content, to access different scene's would be nice as well. Such as the leaving the elf girl to be eaten or killing them which seems to have no negative consequences aside from the lock out of the mutants. But it doesn't necessarily get you in good with the cannibals either. upholding your end of whatever this contract is doesn't seem to have any consequences for not doing so is what I'm saying . As well as no benefits to upholding it. So why is it mentioned in the first placeChoices have consequences in this game, and the different endings we are (slowly) working towards, will reflect those choices.
Given the nature of these games, and the structure we are necessarily bound by, choices often result in certain content not being available. Sometimes the difference is minimal and a choice can make something appear at a later time rather than immediately, sometimes the difference is flavour over substance (but in a game that is at least in part roleplaying, such flavour can paint a character's vibe in very different ways). Other times, the choice has radical consequences, both in terms of content accessibility and story. Overall we do notify the player when the latter is the case (I wouldn't but Z is a softie).
Structurally this is not different than the majority of the games here, except maybe with less grinding and no instances of missing content because you didn't show up somewhere at the right time of the day/week.
Whether this makes it a game or not, that's for everybody to determine for themselves.
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