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An Excellent Proof of Concept

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  • 10/08/2014 09:06 PM
  • 1026 views
This was a fascinating game. More of a concept game than a full RPG, the idea is that you're a villain giving your final monologue, and trying to convince the hero to spare you. The logic web system is incredibly unique, the art is whimsical, and the endings are surprisingly emotional.

The biggest issue with this game is that it seriously, seriously needed an instruction manual. I spent the first half-hour with no idea what the controls were or how to work them, and I'm still sure I don't get everything. I spent my first fifteen minutes trying to click "Claim" because I figured that was how I took my turn, since it was a button that popped up when I selected a dialogue option, but it turns out to be (apparently) a useless button and you actually click "Perform" to play. The help screen is no help, as it's all written in character instead of in a clear, concise way that explains the mechanics.

Once you figure out what the hell is going on, though, it's fun, intriguing, and very interesting. The game is superbly written and fascinatingly executed... just not well-explained.

The other big issue is getting the "true" ending, which the dev admits she made too difficult. The biggest problem to me was that there was no in-game indication of what you were supposed to do. If before starting it had said, "See if you can convince her of all three points!" somewhere, that would have been enough, but as-is there's no indication that's a thing you should shoot for so I had no clue how to get the final ending. Even when you figure it out, it's ridiculously difficult-- even following the dev's walkthrough I couldn't do it, and eventually I just gave up out of frustration.

It's a shame, because overall this was very cool and I do think it's worth playing.

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Thank you so much! :)

Indeed this is very much proof-of-concepty, and reactions on the interface have been extremely helpful to think about how to make it all more accessible in ulterior games.

In retrospect I just should never have put that last ending in, at least not without spending a lot more time balancing it and rewriting bits of the dialogue to have more flow close to the center. Sorry about that. I have an idea for my current project that might make it up somewhat to anyone who felt frustrated over this.

If it's any consolation, the Logician is not necessarily the truest ending, rather a sort of semi-hidden thing for completionists/abstract types: it's more of a gamist and less of a narrativist thing, since emotions have been left on the side. The other three "good" endings are more final, in a sense.

Let's say that the Empathy ending is the one I wish is true, the Tears ending is the one I fear is true, and the Advaita ending is the one that might be truer than the rest of the story. But the point of making a game, rather than writing a novella, is to allow them to exist at the same time, because they all say something about the "real" story.

Again, thanks!
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