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Wilsam239 t1_j3eotsi wrote

What part of the game did you have the most fun developing? Looks really interesting!

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tyeishing t1_j3epg6u wrote

No contest- the moral choice moments. I knew from the outset I wanted the player to have a lot of autonomy in how they approached narrative problems. That means for one dynamic encounter there can be 10+ different "endings" to how it turned out depending on dialogue and mechanical decisions the player made. Seeing those scenes come together is magical for me :).

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Wilsam239 t1_j3epupx wrote

Thanks for answering! That must be very satisfying to see it all come together. How much do the encounter "endings" alter the users experience? I imagine there is only so many "big" effects one encounter can have on the story?

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tyeishing t1_j3er28e wrote

Most quests involve the potential of NPC death in some way (as the player character is a doctor) so they majority of the quests have the long-lasting consequence of those characters' presence in the story later on. Most of those NPCs are side characters, but some do have larger roles to play in the story. Also, almost every single quest affects the survival statistics the player is managing throughout the game bringing genuine mechanical consequences.

As far as the actual endings for the full game, only one secret ending is unlocked through a quest. Two of the other endings are fail states if the player character dies somehow, and the other two possible endings are based on a narrative decision toward the end of the game.

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Wilsam239 t1_j3erazw wrote

Thanks for such a detailed response! Definitely even more interested in this game now! Cheers

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IAmAModBot t1_j3eqq80 wrote

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