CursedByAll
Active Member
- Jan 11, 2024
- 624
- 973
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Zorlun
To me, I think that one of the main attractions I have to this game, apart from the obvious one of Myriam herself, is the ability to always choose a response to any of the situations or scenarios presented, with any "points gained" really only affecting the resulting dialogue. My small disappointments have been being locked out of certain scenarios or characters because of previous choices, when it might only have been a small preference at the earlier decision point, which then meant I was unable to pursue a similar scenario with a different character later on.
Some games that I have liked besides this one, give the option to turn on/off certain contentious kinks or paths at the start, in the preferences section, whilst leaving the rest entirely up to player preferences throughout the game, and never "locking" choices out by greying them out because I didn't fit the "points" criteria (which are sometimes obfuscated behind mysterious dev plots or biases) that are largely unknown to the player. Hence all the "How do I get X to happen?" questions later
Again, I say that your system that you have used here has beaten many other schema used by other devs, and I would prefer you continued something similar next time, just adjusted to that particular story perhaps.
Anyway I look at it though, this game has been a blessing, and I continue to thank you for your work here.
To me, I think that one of the main attractions I have to this game, apart from the obvious one of Myriam herself, is the ability to always choose a response to any of the situations or scenarios presented, with any "points gained" really only affecting the resulting dialogue. My small disappointments have been being locked out of certain scenarios or characters because of previous choices, when it might only have been a small preference at the earlier decision point, which then meant I was unable to pursue a similar scenario with a different character later on.
Some games that I have liked besides this one, give the option to turn on/off certain contentious kinks or paths at the start, in the preferences section, whilst leaving the rest entirely up to player preferences throughout the game, and never "locking" choices out by greying them out because I didn't fit the "points" criteria (which are sometimes obfuscated behind mysterious dev plots or biases) that are largely unknown to the player. Hence all the "How do I get X to happen?" questions later
Again, I say that your system that you have used here has beaten many other schema used by other devs, and I would prefer you continued something similar next time, just adjusted to that particular story perhaps.
Anyway I look at it though, this game has been a blessing, and I continue to thank you for your work here.