Branch of Fate
The structure of the choice-based story most accurately relates to the "shrub" archetype. Each room presents the player with a choice, and based on that choice the player may gain or lose a variable called "karma." After three rooms, the game checks how much karma the player has, and depending the number gives a different ending. The reason I chose this structure is because it illustrates that the player's choices hold weight; something that ought to be apparent from the tombstone that may be found in the second room depending on a previous choice.
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The gravestone made me think that you might have experimented with some kind of time loop. Reincarnation is connected to the concept of karma, and I think that would have given depth to the historical usage of "karma".
I really like the idea of using karma to create a story and options for the player! It's a good use of the bitsy engine and I know you put a lot of work in. Super cool!!!! :))
cool about the karma. I tried being both a bad and good king to see what happens for both