Mechanics
Rolling the dice affects HP, not situations. This way, no matter what the player chooses in a two-block choice, the story ends the same and the next options can be made with either block’s ending.
Role-playing
When listing choices for the player, the roll modifiers are not listed next to each choice. This is purposefully done so that the player must embody their character and use their stats to their advantage. For example, if one chooses a high strength modifier, the wisest option would be the one having to do with strength (Swing one’s axe, block, etc.). I wanted the player to make that connection on their own because it forces them to think logically as if they were actually in that situation. In reality, when in unknown situations, one must weigh the consequences of each action based on what one thinks will happen. By telling the player what would happen, it reveals the probability of consequence and breaks the purpose of the game. One’s actions in an unknown environment must have consequences they didn’t see coming.
This same philosophy of true role-playing is used with perception checks. If one succeeds on a perception check, it does not give the best answer to the solution but instead gives the information one needs to make the best choice moving forward.
Wounds
A wound assignment is made during every HP loss. Therefore, when printed, it describes the most recent wound. It is printed right before the final choice of Part II. Because each roll is randomized, the wound relies on chance.
Throughout the game, there are descriptions about how the environment affects the character’s senses. To increase the immersion, the player feels the physical pain of their character and is psychologically reminded of the consequences of their actions. It is a reminder of a moment of weakness in the past and a warning to make the final decision carefully.
Wound vs death message
The death message is a string that is printed when HP equals zero.
The wound string is included in the character object because it is a state of being - "wounded." The death message is not included in the character object; death is a circumstance that happens to you, not a part of you.
How is it determined when death messages are assigned?
Max damage from Part I: 6 HP
Spider golem —> Swing greataxe (Consequence 1-3: -2 HP) —> Perception check —> Run to attack (Consequence 1-3: -4 HP)
OR
Bat golem —> Jump (Consequence 1-3: -2 HP) —> Jump towards cave wall OR Jump down (Consequences 1-3: -3 HP) —> Throw axe at torso (-1 HP)
Therefore, death messages only need to be declared once HP is able to reach 0, or once the possible HP lost in Part II equals 14
20 (starting HP) - 6 (maximum HP lost in Level 1) = 14
In this game, I wanted to find a balance between action and emotion. Although the action provides the interactivity of gameplay, the emotion gives action purpose. When done well, they fuel each other to make the story flow with high and low energies and make the player feel a sense of warmth and fulfillment in the end.
In the prologue, we see the main character’s backstory of meeting their brother for the first time and the relationship they had as children. It also introduces the brother’s stone and personality of introversion resulting from a deep trauma from his past. Through their interactions current-day, we can infer that they have an unspoken, strong bond and mutual respect and care for one another. Because he is important to the player’s character, he is important to the player.
It is clear that the brother’s citrine crystal is special to him. When we meet the giant rock golem, it is said that its powers stem from a yellow light from within its being. After the creature is defeated, it is revealed that the source of its power is the brother’s yellow crystal. The last line reads, “The sun has returned home.” The title explains that the “sun,” or the crystal, had been stolen.
The color yellow represents confidence and self-image. There is a kindness that exists within the brother’s spirit despite his past. By fighting for his crystal and the source of his power, he is fighting for the survival of where he came from. And once he obtains it again, his confidence in himself and the connection to his past is restored, shown through the cave welcoming him. Even though his past is the source of his trauma, it is part of him, and welcoming it is healing to his self-image. He and the crystal are each other’s home.