- May 31, 2020
- 46
- 198
Thanks for the very kind feedback! Agree that the main character's recruitment process isn't 100% realistic - I would be worried if that was how they hired spies in real life!Nice demo. Really like the premisse of the story.
I was pleasantly suprised how fast you introduced the whole spy situation. It may not be super realistic (no one of us is a spy anyway ), but I thought it was believable enough. I also liked the little background check with the psychologist. Felt like a good old RPG.
That brings me to my question. What kind of stats does the MC has, and how important are they? Did you hide them on purpose? If the MC had stats, I would very much like to be able to view them in game and know what they do exactly.
The game will remember all the answers you gave to Dr Bennett. The background questions (growing up, education, smoking, alcohol, drugs, sexual history) are mainly there so you can customise your character's background a little bit to fit how you want to roleplay - the narration will subsequently differ somewhat if it's your first time doing drugs for instance, and stuff like that.
The three statistics - physicality, intelligence, and charisma - are chosen by the player and then fixed in place. I may well get round to putting in some way you can check up on them into the game at some point, but as they don't vary at the moment after your interview it's not at the top of my list of priorities. These statistics will be used to sometimes offer you novel solutions to problems, or perhaps throw up dilemnas in your path if you've decided to min-max your character (I had a lot of fun writing a few extra bits of dialogue for characters with intelligence 1 in the demo). They won't radically alter the game - I don't want people to be closed out of certain paths because of an arbitrary choice they made at the start - but they will (I hope) offer some fun variation between different playthroughs, and once again allow for a bit of roleplaying.
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