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pseudavid

Games

YearLDThemeGameDivisionRankOvFuInThHuMoCo
201533You are the MonsterTruth be untoldcompo4823.112.783.223.152.273.2791

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Humor vs Overall

Mood vs Overall

Comments by pseudavid

LD33 — You are the Monster

Vicit Vim Virtus by Jod 2015-08-24T09:16:00

I think you made the most of your story. I like that before the fight you can only choose one option, if you could do all of them it would not be a gameplay choice.

I may have found a bug: in the second chapter, the game said "a killing so soon after another", but I had not killed the first adventurer.

Mighty Dune Worm by mcccclean 2015-08-24T10:13:00

Anything that reminds me of Populous is good in my book.

Truth be untold by pseudavid 2015-08-24T09:52:00

Thanks! It was intended to be more on the "fiction" part of "interactive fiction", but on the other hand I wanted the choices to be more than a simple choice, I wanted them to have a game mechanic. The success of each truth/lies choice is calculated from several factors, which are hinted in the feedback box after each choice.

The problem with progress, I think, is lack of content. For example, if you got a particular NPC many times and got successful, you would notice that you can get away with even harder and crazier lies (since NPCs have individual trust). But I simply couldn't write so much story. The final submission has half the storylines I had planned, but I'm happy with it.

Truth be untold by pseudavid 2015-08-24T20:46:00

Maybe I should have made clearer that the disconnection, the big ellipses, or that your successes don't necessarily lead to your intended result, all that is intended.

On the other hand, difficulties and probabilities have not been tweaked and balanced.

Truth be untold by pseudavid 2015-08-30T13:33:00

Thanks everyone for your kind comments. As I said before: this is more fiction than game. While the mechanic of making people believe in you is gamey, with factors that lead you to success or failure, what happens next in the story is not necessarily connected to that success/failure. It might follow it, it might be random, or it might be an ironic reversal.

This is part of the game design and intention, but it's quite clear that the final game doesn't communicate that at all. A lot more content, as I wanted, would have made it clearer.