Laziness Pays Off


Originally when we went about to create this game, we wanted to have the personality test that had questions that corresponded to a specific 'deadly sin,' so based off of the player's actual personality in real life, he or she would be matched up with an embodiment of a 'deadly sin' (of course in the form of a female character of which the player would make choices to delve deeper into her past and have bad endings etc.)


We failed in every conceivable way of creating a game like that.


Ironically, I had finished the entire storyline of Pride, and it wasn't too bad. (It was pretty bad actually but uh humor me.)


But in my effort to 'finish' the characters, I moved onto Sloth, which was a complete and utter chaotic experience. Like I had emotionally invested myself in Pride's storyline that I had no idea what the hell to do with Sloth. 


I think at one point we had her as a cannibal of some sort that ate you if you made a wrong choice. Which sounded cool in my head, and I think it still does, but I started to lose my mind and that started to reflect in the writing. 

So we took a step back. And I decided to refrain from the original 'deadly sins' idea and just go to one girl with a great, immersive plot. 

I failed in that as well. 


Not only do the choices not do anything (spoiler alert/it's more of a kinetic novel), it also gave me the false hope that this game was a bit more constructed than I originally thought. (Since I was copy and pasting the same code after every fake choice, it really padded the code word count.)


So yeah here we go. Here's a 'demo,' a small fragment of what I originally wanted to make. The product of my laziness. Perhaps I'll expand on it in the future. Perhaps not.


By the way, Kiri was originally Pride and Tami was originally Envy. So in the actual code, I left Tami defined as the letter "e" for Envy. Slight easter egg of my laziness.

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