@nyxkn Yeah the time was something I went back and forth on over the 48 hours. on reflection 10 seconds is not long enough to read some of the longer ones especially if English is a second language or something. Probably should have been 15-30 but hopefully I get some credit for strictly sticking to the theme :shrug:
@nicholas-maddalena The formula for opponent's choice is a pretty simple random roll to pick each option based on the ratios of each emotion (so 2 affection, 1 fear, 1 anger gives them a 50% chance of waiting, and 25% chance for each of thrust and parry).
It starts off fairly evenly random (even odds of chance of each option) but your choices quickly add up (I believe you can get to ~70% chance for opponent to thrust just from the first dialog) and you can even reduce the chance of up to two of the options to zero (although I think it's much easier to just win or die before that). I think the main problem is with the particles being the only indicator it's still quite opaque how those things are adding up and equating to the weighting, so still difficult to predict the opponent. I'm curious if you're suggesting doing something more deterministic? because that might have been the way to go but weighted randomness was easier to quickly implement.
@lone-wolf and @swen thanks for playing through to all the endings :smile:, I tried to make it as quick and smooth to start over so people could quickly find them all. @actuallythemoon that's why clicking on the victory popup takes you instantly back the main menu, also I didn't have much time for more animations.