A brief update about the game's weird systems


It's been a couple of months since I updated here so I thought I would give a little taste of what's coming to those of you who are interested parties.

I've decided it might be best to release to the game as a series so that people can actually play the game while I work on all of it which means that your progress will in fact track through the games.  Various decisions you make will factor into the happenings of the future games in the series as well as the friendships you have made and fostered as well.  There will be a day/night cycle to where you drive the plot and distribute that sweet, sweet soda pop during the day and have the night off to do whatever you please.  Driving your relationships will be a core feature.  Just like real life you won't be able to build relationships with everyone; you'll have to make some choices.

I'm also introducing what I hope is another first for point-and-click adventure games: an innovative hangover system.  Sure, you can hang out with your friends all night at the bar deepening your relationships but you will pay for it tomorrow!  Maybe it doesn't do much.  Maybe somebody will notice.  It'll be fun.  Just like a hangover.

Anyway, I'm sure I'm over-promising here but trying to tie all of these weird systems together has been what you might call fun.  No, scratch that, it's tedium.  Tedium is what I'm thinking of. 

At any rate, I hope you'll have fun when you play it this summer.

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