Questions:
- Our game is based around managing the attribute levels of the fixer upper you are currently dating and keeping them in the “good” or “ok” ranges. They have 5 turns to “fix” a boy, and based on their success or failure, they get awarded with points or have points taken away, and learn about how the boy fares in the dating pool once he has been released. They need a certain number of points to win the game (the in game reason being they need to earn love-related tokens to get back to heaven). We want to know if this is enough of a system (resource management?) or if we should make changes to make it more of a system game?
- We are deciding on whether we should make a small set of very defined characters with unique options for each of them, or make a large set of less defined characters with more options (but the options are pretty much universal and not personal to the character). Which would make more sense for a system game/is one better for the scope of this assignment than the other?