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Looking for additional perspectives on a VN about psychosis

A topic by ukigumosama created 8 days ago Views: 224 Replies: 5
Viewing posts 1 to 4
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I've begun working on an idea for a visual novel about a shut-in, mentally ill artist who speaks to beings she imagined. The core concept is that you choose who you want to talk with. In the middle of the conversation, you usually snap and go into a rant with several words written in red, then you have an option to write something. Based on what word you choose, you either get worse or better, and to reflect that, beings would also become more vicious or kinder. Besides that, you would probably also have regular choices. I'd like to know if anyone here thinks it's an interesting concept for a game, or perhaps how it could be improved.


I think you could play with the level of madness, so that there are moments when he realizes she's hallucinating, and moments when she doesn't...

Yes, I have a point system in place for several psychological mechanisms. When they fall below a certain threshold, she starts losing touch with reality. Perhaps it could even get to the point where she becomes possessed by these beings, blurring the line between whether they're real or not, or perhaps her strong belief in them actually causes them to materialise. But of course, the game is told from the perspective of an unreliable narrator, which gives me plenty of room to play around with these concepts.

The concept idea I think it's interesting. I'm not sure about the part about the player writing the responses, it's more technically feasible to achieve the classic 'dialog options' method where the player just made clic in pre-made responses.  Unless you have a method of parsing text already, in that case, forget my suggestion.  :-) 

(+1)

Well, the thing that makes it easier is that there are only a few highlighted words that will trigger unique dialogue, because if you write something completely unrelated to the conversation, the outcome will be entirely different. I think it would be something along the lines of the protagonist becoming increasingly confused. The text box idea also opens up the possibility of having some secret options, as well as forcing the reader to pay at least some attention. I've made the basic system for how it will work and tested it a bit. It works for now, but who knows, perhaps I'll make some changes later if it turns out to be unmanageable in the long run.

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