What your choices in magic products say (and don't say) about you. Made by Darius Serebrova for Game Fundamentals Assignment 2 Fall 2020.

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You have all the functionality you need to explore player choice. As you continue development, make sure to give your players a "place" (metaphorical and otherwise) in which their choices have long-lasting repercussions. What if they meet another character, whose dialogue changes depending on the items we carry to school? Or what if you give us questionnaire for a class allocation, in which we need to remember some of the information you gave us in the OObjects passages? I think the more you give your player some feedback and rewards on the choices made, the stronger the game will be. Keep it up!

Totally, those are all great ideas that I'll keep in mind and look to implement! Thanks Abe!

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Very fun! I like the quirkiness of the story and the whimsical sense of humor that you’re bringing to this piece. This just needs a little more conclusion or direction to where the player goes from here to help its viability. Maybe these variables can determine what field of magic the player will study for example. I really like the attention to player choices that you’ve explored here. It may be a very simple game, but it has a strong start that emphasizes investment in player choice. Keep it up!

Oh, I LOVE that idea of players' choices of objects reflecting their field of study! Like these choices are equivalent to the sorting hat putting them in their Hogwarts house LOL. I definitely agree that I wanna add a way the character's choices actually impact what happens! Thanks for the idea Alex!