Interest Check Thread

this sounds very good, just try your best and your Choicescript will come out amazing!

2 Likes

Hello there! I’m brainstorming ideas for a WIP I’m working on and wanted some opinions. Is the concept interesting? Things to expand upon? Etc.

(Also to get it out of the way, romance will be possible, but it’s not a priority right now. I first want to make sure the concept is good and the characters are solid before going into it further)

Working Title:
When Cloud Waves Break

Description:
You receive a letter from your sister who you haven’t heard from in years. It reads: Dearest, I think someone is trying to kill me. Despite your reservations, you return to your hometown of Golden Gulf at her behest.

But you’re too late.

Now you have to find out who did it. But between dealing with your prickly brother-in-law, the uncooperative police force, and the utter strangeness that seems to have engulfed your hometown in the time you’ve been away, it won’t be easy.

And that’s not even taking into account the weird dreams you’ve been having…

Some Important Characters:

  • Your older sister. You can pick her name, her personality out of several options, and customize your relationship with her (negative, positive, etc.).
  • Benjamin Mullen, your brother-in-law. He’s very prickly and short with everyone, but especially you. The first time you ever met him in person was the night your sister died. Probably not the best first impression to have tbh.
  • Evelyn Ross, your brother-in-law’s admin assistant. She has a morbid sense of humour and isn’t afraid to flaunt it. She’s also considerably more cooperative compared to her boss and is willing to help you, even if he isn’t.
  • Officer Wyatt Pierce, the lead officer on the case. He was also your next door neighbour when you were kids. He’s glad you came back to town, but wants you far away from the investigation.
  • Officer Casey Young, Pierce’s partner. They’re the black sheep at the station and are pretty bitter about it; so much so that they seem to be willing to go behind Pierce’s back to cover for you every once in a while.

Skills & Marks:
Your skills are Body, Mind, Tongue, Heart, and Spirit. Body is for physical tests (strength, dexterity, running, jumping, climbing, etc.), Mind for mental tests (intelligence, investigating, researching, etc.), and Tongue for social tests (persuading, deceiving, intimidating, etc.).

Regarding skill level-up, you start with 0, +1, or +2 in Body, Mind, and Tongue. It can be further upgraded by beginning the game with a profession (Actor, Doctor, and Soldier have pre-set values) or not (Dilettante gives 4 pts to distribute). You are able to upgrade skills later with exp.

Heart is your health. Spirit is your resistance to the occult. Both can be raised or lowered. The game ends if either reaches 0.

There’s also Marks. These are scars that the occult has left on you. They apply negative modifiers to your skills (modifiers will range from -1 to -3). Once you get them, they cannot be removed or cured.

Inspirations:
Agatha Christie mystery novels, Lovecraftian horror, The King in Yellow by Robert W Chambers (my working title is from his poem, Cassilda’s Song - could this get me in trouble? It was first published in 1895, so I’m not sure if copyright applies), the TTRPG Brindlewood Bay, and Slay the Princess by Black Tabby Games.

26 Likes

That sounds really fun, and I hate the “solve this mystery even though you have no experience solving mysteries (and are probably the least fit person for it)” genre that so many mystery series/stories fall into. I would absolutely play this. I like the idea that you get to decide the sister’s personality. One thing I would note though…relationships never look the same from both sides. I would want the opportunity to have opposing/conflicting storytelling with that. Say your sister was really lovely and sweet…but you had an antagonistic relationship with her that she (and potentially your other siblings) simply didn’t see or couldn’t recognise. Or she behaved a certain way to you that others insisted you were blowing out of proportion so you acted according to what they saw rather than what she did.

Not to tell you how to write (or how much you can handle, as I would imagine that this would add to your branched narrative quite a bit, potentially,) but it could increase replayability and make the dynamic between the characters very much more interesting, flexible and realistic than what we usually get to see.

1 Like

This is a really good point! And definitely something I’ll think about incorporating. Some of the personalities I’m thinking about lend well to this idea too. Thanks!

2 Likes

Hey y’all! I’ve been lurking here for a good 2 year now, and have read quite a few CoGs and HGs, which I may or may not be undercutting the number of slightly. alongside a good deal of WIPs and have decided that maybe it is time I try my own, one thing I am unsure of still, is would be considered a good word count for a first demo? or Prologue really, or rather, what would be ideal, the WIP I’m working on is very action focused given the main theme “Contract Killing” and I am currently stumped between one target, downtime and then end, or target, downtime, target, and then end.

The former at the current rate of writing, would be about… 30k words give or take excluding commands, the latter will possibly be in the 40k maybe 50k range. So would you say there is an ideal amount I should strive to that would make it easier to view? or should I just go ham?

Thanks in advance!

(P.S, Hope this is the right thread.)

5 Likes

It’s in the public domain.

2 Likes

For the demo, I think starting with the prologue is a totally fine thing to do. If the prologue doesn’t include the MC, it would probably be better to include the first chapter (or some of it, depending on how long your chapters are).

Between those two options, I think ending on action would be the better option. I think it would also be a good idea to think about dispersing the action and the downtime a bit more evenly, rather than having them separate sections. Having a lot of downtime and character stuff in the middle may mess with the pacing

1 Like

Target is considered an action portion in that there is always that risk of being caught and what not, but there should hopefully be enough downtime to make the action portions hit better, Looking back, I think I sort of misremembered my plan, since it is more Target, relaxation period, target, then relaxation then end, which is the original plan. With those relaxation period being basically the MC having finished a job and laying low or being at home between jobs.

Blockquote (or some of it, depending on how long your chapters are).

I am still unsure of how I’ll segment chapters, especially in the grand scheem of arcs, so while my plan is to do the Prologue/First chapter as the start, that can be anywhere between target 1 to target 2 and all the downtime between and after.

Blockquote I think it would also be a good idea to think about dispersing the action and the downtime a bit more evenly, rather than having them separate sections. Having a lot of downtime and character stuff in the middle may mess with the pacing.

Oh certainly. Although of course that is where the testing comes in, as perfecting that balance is easier said than done, especially with the way I myself read stuff which tends to be rather rapid and thus may have what may be in my mind, short segments, be rather long and tedious.

1 Like

I love college based games, though if you have trouble try reading the,
College Tennis By Burninglights the idea sounds fun!

FRDWIJWDO, This sounds really good, I’m already excited.

3 Likes

I have this story idea and am curious of people’s opinion on it.

Title: A Touch of Darkness (title may change)

You are the youngest heir of House Hesperos and you’ve been arranged to marry the Sovereign of the Elvhen Kingdom. Perhaps you should have expected this, all those months ago in the Summer Summit, when you showed your magical proficiency in the dark arts in the international tournament. At the time, you thought your family was powerful enough to deny any marriage offers sent in their path. But an alliance with the Elvhen Kingdom can’t be easily turned away; this could help your people and your family immeasurably.

What will happen once you arrive? Is everything as it seems? Or is there more brewing under the surface of this seemingly idyllic nation?

Most importantly, would you ever find a way back home or will you find someone worth staying for?

Features
  • Customize your character, from looks to pronouns to personality to skill set.
  • Be a necromancer, a demon summoner, or a shadow mage!
  • Choose between three advanced elemental affinities: lightning, ice, or wood.
  • Choose between 3 pets, each with their own personality: a black panther, a wolf, or a white serpent.
  • Select which romance route you will pursue. You can choose the gender of all love interests.
  • Be good or evil. :smiling_imp:
Love Interests

[1] Samandriel, the Elvhen Sovereign

  • Cool, composed exterior
  • Extroverted, subtly playful
  • Considered a fair, competent ruler who cares about their people
  • His demeanor tend to soften when around you
  • Initiates romantic gestures, wants to win you over

[2] Mermaid/Merman RO

  • Introverted, shy, naive, quiet, socially-awkward
  • Can speak in a variety of languages
  • Curious about other cultures
  • Seem particularly fascinated by books
  • Musically talented

[3] Orc Shaman,

  • Demeanor: kinda grumpy and keeps to themself
  • Blunt and straightforward, doesn’t care for etiquette
  • Most of their tribe was killed and they are the only one left.
  • Is passionate about Spirit Summoning magic, knows alot about the dark arts
  • Ostracized by most citizens of the Elvhen Kingdom

[4] Jafar/Janan, Dark Fae Changeling, The Spymaster

  • Scheming, calculating, kinda shady
  • Has a ruthless reputation
  • Considered the shadow behind the throne

[5] Jasper/Jasmine, Your Personal Elvhen knight

  • Despite being Elvhen, they have been raised in your country for his whole life.
  • Cool, aloof exterior
  • Introverted, gentle, very proper
  • Devoted to you, friendly only when you two are alone, resistant to any romantic advances

[6] Valerian, Draconian Prince/ss (Diplomatic Envoy)

  • playful, charming, charismatic, troublemaker
28 Likes

7 Likes

I’ve been working on this story for a while and want to know if people find it interesting.

Title:

Camp Overlook

Description:

Whether you’re a newcomer to the camp or returning, you’ve joined Camp Overlook as a counselor. Your job is to take care of your small group of campers and make sure they’re having a fun time with memories that’ll last a lifetime. But something strange is starting to happen and you’re not sure what to do. Strange lights are flickering in the woods, camp staff are giving out strange warnings, and the local small town is filled with secrets of its own.

Worst of all? Campers are going missing.

It’ll take you and your fellow counselors to learn what’s really going on. But be careful, one wrong step can spell certain death. Camp is supposed to be fun, so why are you running for your life?

A Few Characters

Lucas: Stuck up, arrogant, and just one half of an irritating duo. Lucas always has to have the last word and the last thing anyone needs is to hear him whine about not getting it. It doesn’t help that the staff like him, the liar. Just be sure to stay out of his way or else.

Ruby: Soft-spoken, polite, and kind to a fault. Ruby is the person you want when you need a comforting hand. A true healer and guiding life even if she is a little shy around others. But all healers have a story, Ruby just doesn’t have the cure to make it all go away.

William/Willow: They say if you gaze into the abyss, it tends to gaze back and tells you what you’re made of. That’s how it feels when this quiet storm enters a room, the room grows cold and the fun dies out. No one knows what lurks behind those eyes, and no one knows for sure if they’re the eyes of a monster.

Mr. Adams: Who would ever think everything you wanted in a father could reside in one jolly man? Mr. Adams, the director of Camp Overlook, is always there to be a helping hand. You can never turn your back on someone so dedicated, even if it may save your life.

Experimental Feature

So here’s where I start to get worried if people would be interested in this story.

I want to use the relationship system with the campers and counselors as a way to see who lives and dies.

For example:

If you and Claire are close friends, you trust each other, so when you advise her not to go into a cave, she heeds your warning. However, if your relationship is strained, she’ll ignore you and enter the cave, leading to a scene where she could get seriously injured or even die. On the other hand, if you and Claire hate each other, she won’t go into the cave because her understanding is that you wanting to protect her would be out of character, and she’ll listen because she knows you’re genuinely serious right now.

There would be a similar system with the campers, except this one would be a lot more simple. The stronger your connection with the children, the more likely they’ll survive their time at camp. But, the worse your connection with them is, the more you’ll have to work to keep them alive.

The two are different because of how exactly these outcomes would come to be. With a bad camper relationship, you would have to go through checkpoints to ensure the campers stay alive, as opposed to a good relationship where these checkpoints don’t exist.

But with the counselors you still have to go through checkpoints even if you have a good relationship. Sometimes a good relationship with another counselor may lead them into wanting to protect you, which would have them put themselves in mortal danger to achieve this goal.

However, I’m afraid that with these checkpoints, people may find it a bit tedious and frustrating. A game over would only happen if your character dies, but if someone likes a character they obviously don’t want to see them die. So I want to know if it’s worth it to have this process or if it’s better to simplify it?

20 Likes

Ok, I REALLY like this idea. I think it’s going to be super fun! As for your system… I do think it’s interesting, but I think it’s a recipe for upsetting people of someone we care about dies, without having as much of a say.

I have an idea for it, that I think will help make a happy medium, but it will require more coding. So feel free to not use it: what if the relationship stat gave a base level of survival. As you said, like could be 90%, dislike 40%, and hate 60%. Then when we talk to them before they meet their possible end, our choices (and maybe skills?) can affect that level of survival. A good conversation will +10-20%. A bad one will -10-20%. Then you can say in the scene that +50%=survival and -50%= death. Or, you could do -35%= death, 35-70%= injury, and +70%= survival. And every injury can be a -10% for a future danger scene.

Also you could warn the players beforehand (in the game, before the game itself starts) that there is such system in place: that way it won’t catch people unawares, and they can adjust their expectations accordingly (or stop playing, if that’s a no-no to them. No reason to traumatize players).

1 Like

One thing you could try is to have difficulty modes: An easy mode where you need to do very badly to end up killing anyone; a hard mode where it might even be impossible to save more than a few people; a medium mode in between; and maybe even a no-death mode where everybody survives no matter what. It shouldn’t be too hard to code, just have a single threshold for campers and two for counsellors which you set at the start of the game, and then compare their relationships with these values, rather than set values, e.g.

What mode would you like?
*fake_choice
    #Easy.
        *set camper_thresh 25
        *set couns_thresh1 40
        *set couns_thresh2 60
    #Medium.
        *set camper_thresh 50
        *set couns_thresh1 30
        *set couns_thresh2 70
    #Hard.
        *set camper_thresh 75
        *set couns_thresh1 20
        *set couns_thresh2 80
    #No death.
        *set camper_thresh 0
        *set couns_thresh1 50
        *set couns_thresh2 50

The when a camper is in trouble:

Little Timmy is going to be eaten by monsters!
*if tim_rel >= camper_thresh
    He escapes!
*else
    He dies!

And for counsellors:

Steve is being chased by the Cold Camp Killer!
*if steve_rel >= couns_thresh2
    He survives because he trusted you!
*elseif steve_rel < couns_thresh1
    He survives because he realised you were serious this time!
*else
    He dies because you're not really that close.

Or something similar, depending on how you’re thinking of coding it. :thinking:

As an aside, I do really like the idea of having rivals treat the issue far more seriously than someone you’re just neutral to would; it’s a very nice idea. Good luck with the game.

4 Likes

Thank you pals, you’ve all given me very good suggestions to think on (it never even crossed my mind to make their deaths a choice in the beginning :upside_down_face:). I’m still early in the writing process so any system I end up using will be able to flow seamlessly into my code. Thank you again!

1 Like

this sounds so fun, please do it!

So I expanded on the abilities of each class. I wanted to know what you guys think of it, should I edit some of the abilities? Is one class one powerful than the other?

Death Knights

The Death Knights are formidable warriors bound by an unholy covenant. Masters of this sinister art wield a spiritual sword forged in the crucible of black fire, its ethereal edge dealing spiritual damage that echoes across the very essence of their foes. United under the Nocturnal Sect, these Death Knights adopt a stance that transcends the boundaries of mortal capabilities. In this stance, they gain superhuman strength and agility, becoming avatars of destruction on the battlefield.

Abilities of Death Knights

  • Wields a spiritual sword that deals spiritual damage through black hellfire.
  • Nocturnal Sect Stance: Gains super strength and agility.
  • For a few seconds, they are able to unlock intangibility.
  • Have a dark pegasi minion that echoes the abilities of its master.
  • Can conjure an impenetrable darkness around themselves, users can see through this darkness, others can’t.
  • Can use short-range teleportation, using shadows or darkness.
Blood Mages

In the forbidden annals of arcane knowledge, the Blood Mages emerge as enigmatic wielders of the dark arts, their mastery over blood and shadow making them both feared and sought after. With a penchant for the macabre, these range-based magic wielders manipulate the life force itself to achieve their sinister ends.

Abilities of the Blood Mage:

  • Dark Miasma: a malevolent force that drains the life essence from their adversaries, leaving them not only weakened but also ensnared in a debilitative slow. The very touch of the Blood Mage is a curse, as their insidious magic manifests through stolen health and lingering afflictions.
  • Blood Control: grants blood mages dominion over the bodies and minds of those whose veins course blood; creatures with blood become marionettes in their hands, puppets to dance to the whims of the wielder.
  • Voodoo dolls serve as conduits for both harm and healing, allowing the Blood Mage to inflict pain upon their enemies and mend the wounds of their allies.
  • Blood Wound: a ranged area-of-effect skill that assaults the very lifeblood of their targets, leaving them weakened and vulnerable in the wake of their magical onslaught.
  • Blood Sucker: a passive ability of blood mages. The more surrounded they are by blood, the more they regenerate, turning the very essence of life into a wellspring of power. Consuming blood also makes them heal faster.
  • Raining Blood manifests the arcane ability to create blood surfaces. These surfaces inflict minor damage upon enemies but extinguish fiery terrain.
  • Mosquito Swarm is a skill where the blood mage commands giant mosquitos to assail their chosen target. The swarm damages the foe while simultaneously siphoning vitality, replenishing the Blood Mage’s own life force.
  • The Grasp of the Starved strikes terror into those standing in pools of blood. Dealing an amplified 300% damage to targets on blood surfaces, this ability turns the battlefield into a nightmarish tableau of agony.
  • Through the forbidden art of Simulacrum , the Blood Mage crafts a Blood Clone, a doppelgänger fueled by their own life force. A nightmarish reflection, the clone mirrors the Blood Mage’s abilities, confounding enemies and spreading chaos.
  • The House of Flying Daggers: a ranged area-of-effect skill, it rains down deadly blades, cutting through the air with malevolent precision to strike at multiple targets simultaneously.
Warlocks

In the forbidden arts of demonic pacts and eldritch bargains, the Warlocks tread a perilous path, harnessing the very essence of demons to transform themselves into monstrous entities. These practitioners of the arcane delve into the shadows, forging bonds with demonic entities that bestow upon them unearthly powers.

Upon unlocking the form of the Tentacle Symbiote, it grants the ability to camouflage and shapeshift, allowing the Warlock to move unseen among the mortal realm. With a sinister command, the Warlock can summon tentacles and sludge that ensnare and restrict the movements of adversaries, turning the battlefield into a nightmarish arena of entwining horrors.

The Incubi/Succubi’s allure and mesmerizing beauty become a twisted boon for the Warlock. The Warlock can now dazzle, charm, and mesmerize foes. Exploiting the opponent’s vulnerabilities, the Warlock can temporarily manipulate them, compelling them to injure themselves or their comrades. Incubi/Succubi also grants mental immunity for being mentally controlled.

With the absorption of the Imp, the Warlock’s monstrous form gains wings, allowing flight through the darkened skies. Though slow and cumbersome, the warlock still has aerial agility. Hellfire becomes a weapon that spares allies but engulfs enemies in searing flames. The Warlock can cocoon themselves using wings for extra defense, creating a shield against the onslaught of physical and spiritual attacks.

The Revenant’s powers infuse the Warlock with gravity-manipulating abilities, transforming them into a nightmarish force of ethereal destruction. Flight without wings becomes their second nature, a rapid and unpredictable movement that defies the laws of physics. The Warlock can teleport short distances, leaving behind disoriented foes and creating opportunities for devastating strikes.

As the Warlock continues to absorb demons, their monstrous evolution becomes an ever-unfolding saga of dark power and twisted transformation. Through these eldritch pacts, they wield the strength of the abyss, becoming harbingers of chaos and heralds of a malevolent ascension. The more demons they assimilate, the more monstrous and formidable the Warlock becomes, an embodiment of the infernal might that courses through their veins.

Necromancers

In the realms where the veil between life and death is thin, the Necromancers weave their dark arts, practitioners of forbidden knowledge that transcends mortality. These wielders of the arcane delve into the macabre, harnessing the powers of the afterlife to control ghosts and summon the restless dead.

Divine Eye: With the ability to see, summon, and control ghosts, the Necromancer becomes a conduit between the mortal realm and the ethereal plane. Spirits heed their call, becoming spectral allies that traverse the unseen world and interact with the living at the Necromancer’s behest.

Summon a Skeletal Mage: Summon a specter of a Skeletal Mage. They are able to perform the following abilities:

  • Gravity Well: Create a powerful gravitational field at a specific point, pulling in nearby objects and enemies with intense force.
  • Energy Absorption: Draw in and absorb magical or energy-based attacks within the singularity, converting them into a source of power for the caster.
  • Reality Warp: Distort reality within an area, creating illusions or altering the appearance of objects and creatures within its radius.
  • Matter Compression: Condense matter within an area, reducing physical objects to a fraction of their size or density.
  • Elemental Fusion: Merge different elemental energies within an area, creating a volatile mixture that can be unleashed upon enemies.

Summon an Elementalist. Summons the specter of an elementalist mage. They attack with air, fire, water, or earth elements; you can pick the element. Unfortunately, these specters can’t advanced elemental affinities like lightning, wood, metal, or ice.

Summoning and controlling zombies, the Necromancer commands an undead legion. Stitched together from the remains of fallen foes, these zombies become the obedient instruments of their master’s malevolent will.

Corpse Explosion, a grisly art mastered by the Necromancer, turns the fallen into volatile vessels of death, causing them to detonate with devastating force.

Drawing upon the life force of allies or enemies, they mend wounds and grant buffs through the taboo act of stealing vitality. Collateral damage aside, these healing Necromancers wield void leech and shadowy bandages to knit together the torn fabric of life.

Become Ethereal allows the Necromancer to transcend corporeal limitations and become ghost-like for a temporary time.

Finger of Death is an ability where the target take 30% damage. Should the targeted entity perish, it automatically transforms into a zombie, becoming an unwilling minion.

Bone spikes is an ability where bones erupt from the ground, impaling enemies and leaving them vulnerable to the Necromancer’s malevolent machinations.

Wraithwalkers: Summons spectral beings that serve as swift and silent scouts, providing the Necromancer with intelligence on the battlefield.

Death’s Embrace: Channels the essence of death to create a protective barrier, shielding the Necromancer from harm and reflecting damage back to attackers.

Dreadful Visage: Unleashing a terrifying aura, the Necromancer instills fear in foes, causing them to momentarily freeze or flee in terror.

Also, added a poll to see which classes people like more.

  • Necromancer
  • Warlock
  • Death Knight
  • Blood Mage
0 voters

Note: edited necromancer a bit. I’ll continue to edit this class a bit more, since i think it needs more work.

11 Likes

hi guys! been a lurker for a bit, but wanted to try my hand at a standalone book for hosted. i haven’t had too much practice writing long-form, but i’ve wanted to write these characters into a story for some time. i’m aiming for a magic realism vibe here, set in present day. the concept and… well, everything is heavily WIP, but i wanted to see if anyone was interested in such a thing. any and all feedback appreciated!!

–

A strange affliction takes hold nationwide; people young and old dropping into comatose states in their sleep. Not one has woken up.

But life goes on, and you take yourself to university and your part-time job like every week, month, year. Although, you have a little more to worry about than most others, considering how often your narcolepsy has you falling asleep!

Whatever anxiety the burgeoning epidemic may have given you, you can’t help but think the timeline matches up with your increasingly recurring dreams. Visions of a child, bright-eyed and smiling, holding the hand of a figure with no face. Or is that every face? They haven’t noticed you yet, but you’re not sure you want to know what would happen if they did.

As you balance your academic and work life with your condition, get to know some familiar faces around your city: along the lines of a peppy fashion enthusiast and your sardonic coworker. Those strange figures from outside the waking world are bound to take notice of you as well…

Take control of your dreams or become an unwilling passenger as you get involved in a mysterious power’s scheme to bring a smile to their latest pet project’s face. Dream-walking should be a piece of cake for someone like you, right?

Find your place in the world as an (ostensible) adult, make bonds with the people around you, and discover how fulfilling one boy’s wish might just cost everything.

Characters

i’m just gonna put out there that this story is pretty character-focused. hope these guys will end up pretty vibrant and fun. you’ll be able to try for a romantic relationship with the first three. don’t wanna reveal names because the ones i have are terrible… and i mean ew i hate em.

C (she/he/they - gender-selectable) - A larger-than-life, bombastic individual that goes to the same university as you. They’ve always got a smile on their face and showy attire to match. They’re quite a fan of lolita/ouji-style fashion (frilly gothic wear, for those not familiar) and just drowning in fabric all the time. No matter how you feel about them, they always consider you their best friend. Not many try to keep up with their excitable nature; not many at all, indeed.

choice for previous relationship: friendly acquaintances, best friends, or already dating

D (she/he/they - gender-selectable) - You could swear this guy has a storm cloud over their head all the time; there’s a reason you’re the face of the operation at work. But under the sullen surface, D is a surprisingly hardworking wisecrack that will always wake you up if you sleep through your alarm. They’ve taken all the shifts you have, claiming that you “amuse” them when prompted on the reason.

L (they/them - gender-selectable) - A fickle, shifty deity that carries the pain of immortality on their shoulders. They take pity on a downtrodden soul whenever it tickles their fancy. Having taken residence in the world of dreams, they’ve been waiting for millennia for their progenitor to come back to them. And they’ll keep waiting, whatever it takes. (note on pronouns; they have no bearing on gender. L can be a man, woman, or nonbinary.)

Lane (he/him) - A boy that tries his best to live in the moment. Life’s been downright terrible to him, but with the arrival of his new friend, things seem to be looking up. He loves meeting new people and all the exciting, even daredevilish things that he’s gotten to do lately.

based on workplace choice, the mc’s boss will change.

d’s sister is a very big part of their life but not sure what kind of personality she’ll have yet.

Features
  • Customize your character’s gender, pronouns, personality, appearance, and sexuality.
  • Choose from 3 part-time jobs: pharmacy technician, teaching assistant, or assistant librarian.
  • Choose your thoughts and attitude toward your medical condition.
  • Pursue a romantic relationship with one of 3 characters, one of which you can be dating from the start! Or just be friends, friendship can be just as great.
  • Routes vary depending on particular affinity with 1 of the above 3 characters; 2 endings planned for each.
  • Exhaustion mechanic alters your character’s disposition towards the waking and dream worlds.
  • Learn to dream-walk, by yourself or with others, depending on your choices.
14 Likes

I love that idea and hope to see your game. Also, that “inspiration” list, daaamn.

1 Like