Monki0
Member
- Nov 6, 2023
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What is considered a good ending and what is a bad one?I understand your point, however I don't think that the tension added with the time mechanic, described above, needs to be a "be all, end all" case, in the Fallout 1 and 2 sense. We don't necessarily need to have a game over after X days, and you can still experience most of the game as is, without caring much for the time elapsed.
I think the discussion is more to do with the potential interest that the time mechanic could add both to the story aspect, as well as the kink aspect. It doesn't need to overwhelm the game or become overly complicated, but could add some tension to the good end route.
Instead of a hard limit, like 100 days, it should be a mix of several conditions, so the overall state of Leah's mind would depend the player's actions, for example, if you spend a lot of time with high lewdness and lust, then you are unlikely to have a good end, independent on the number of days. On the other hand, if you control your lewdness and lust strictly, then you could even have a good ending in a in-game year, or so I imagine.
I'm familiar with his work. A few of his materials are a bit above my a alley, but mutations could definitely be an idea for the future. I'm not sure how I would fit it in the scope, so I guess we will have to wait to see if it makes sense to add it.
Good ending:
Leah finding the scientists and leaving the Island? (plottwist after a few days home she misses the creatures and the fun she had and Returns to the Island to stay for good.)
Bad ending:
She just stays?