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some more thoughts as im playing: i realized the robot guy actually isnt luck cause the color isnt random every time, but if you spent too much money on items you might not have enough money without having to grind for it. i just saved and reloaded my save if i got it wrong lol. also when i went into the well i chose to kill the guy cause i felt like it but i didnt realize there was a campfire to rest at so when i died i was outside of the well and i couldnt get back in which basically soft locked me so i couldnt progress. i reloaded a save so it was fine but i would make sure you can go back in the well until you talk to the statue in the next room. the part where you go down the ladder after going south from the center of everything and playing the game where you talk to the people was lowkey funny. the dialogue in this game is so goated. also the part after with all the white clouds is cool and the doors with the messages with backstory. the combat is fun too it reminds me of ff7.

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Correct, not randomized for the gambling for players who want to get all endings, they can still have some speed run ability. As you discovered, saving the game for rewinding progress is genuinely one of the most powerful things available for a player, I feel I should find a way to emphasize that fact more. Good to know about the killing Malice soft lock, I'll have a way to force the campfire activation before further dialogue. I tried a lot with all of dialogues and their possible versions to make a game that's engaging, humorous, and serious when it needs to be. There is a lot of intentional lore in this game as well, and often times there will be conflicts in the story line. This is because... not everyone is telling truth, at least, not all of it.

the thing about some people lying is actually cool, ive thought about making a game where people act like they do in real life instead of how they act in most video games. like a character could suggest you do something like go to a temple to find an object but there was actually nothing there cause they thought wrong. or like you said the story has conflicts because some people either lied or thought they knew the truth but it was actually wrong.

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Absolutely, just as I try to make the humor semi-organic, I want to make dialogue organic as well. There should be a sense of realism in games if you want it to feel more realistic, and to do so, you require some sort of deception. The world doesn't always tell the truth so why should the games? I think pursuing that system in your upcoming games and other artforms in the future would be a great touch that's extremely underrated.

yes bro thats exactly what i was thinking, dialogue in movies and games these days feels so forced and unnatural.