I intend to create a game that can run continuously as players make decisions and players are able to explore different possible results through clicking.

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I like how you made the story into a loop so I was able to explore all of the options. I got convenience store a few times before finally getting to the school, so I got to go through all of the options! It is very cool that the only option to successfully steal without getting caught is cash. I was greedy and decided I need more than the cash and got caught :(. I like how to program risk into these options. I’ve noticed that the biology classroom has two items, a spider and the textbooks. I was able to still take the textbook after the spider option but not the other way around. If the idea was constant looping maybe it would make sense to program that path in as well! There was also a Chinese translation in the Dorm path, is there a special meaning to the bilingual narrative?

I like the continuous nature of the game, I think it really allows you to explore and find out more about the world you're living in. I really enjoyed being able to see how my actions would result in different consequences while still being able to continue exploring. It would be cool to have the choices you make have more impact further down the line (maybe after the cops catch you it's harder to make certain choices to get into certain places) so that even if the game runs continuously, there are slight changes every time you go through the motions (and it might add an element of risk as well).  It's a great format, and I had a lot of fun going through each option to see what happens!


- Tien

I like that player choices are incorporated into the body of the text. In a way, it seems easier to navigate. The first stealing choice I made was going to the convenient store and stealing chips. I would have loved to read something that created tension, like if there was a spill on the floor or if I accidentally dropped a bag of chips that woke up the clerk/store owner and I had to choose to run or something. 

Classroom sequence: I like the options presented, because they both have the potential to contain high value items. I noticed that the weight of the items seems to have an effect. I think this could be a great way to introduce risk into the game, the heavier your bag the more likely you are to get caught. I’m sure theres a way to implement a randomizer after an item is stolen so you don’t have to program whether or not a specific item will trigger a “caught” sequence. 

I think a way to incorporate risk through the descriptions is to mention small details that could signal to the player that a choice is riskier than another. Like when going to the school, the player knows the guard is sleeping so choosing to go straight through doesn’t seem as risky. Perhaps if the guard was reading a book the player might be less inclined to go through until they completed the GO AROUND path. Also, this brings into question why the thief wants to steal items from the school. The story could be more direct in saying that the items at the school are worth more so it validates the risk of going to the school instead of the commercial area. 

When the shop owner gets suspicious about your behavior, there should be options of what to do. Kinda like in Bethesda RPGs (Skyrim, Fallout series). The options could allude to safer dialogue or it could all be risky and that would heighten the interaction. 

“You are standing in front of the gate…”

  • “Through” is currently spelled “trhough”

Dorms path: mixture of languages. Was this intentional?

-Kyle W.