Re: Grail to the Thief: An Interactive Audio Adventure
I would like the game to have a save feature myself, but based on conversations with our developer it would require a significant amount of time and resources to implement and test, so it was put at the bottom of our to-do list. If the game didn't include a branching narrative it would be very easy to add a save system, but the branching narrative and the Unity engine plug-ins we are using complicate matters.
A game that I categorically cannot fail at is not a game; it's more like a choose-your-own-adventure story where you can basically cheat and flick through pages at random.
That was the original goal of the game - it was designed to be an interactive choose-your-own-adventure or interactive fiction game. If a player wants to, they can start the game and rapidly press all the number keys to speed through the game. However, that would be missing the point. The game is about the na rrative, not about trying to beat the game as fast as you can.
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