Moodboard:
Emotions / Traits I want to evoke: Curiosity, Caring, Persistent
Spotify Playlist: https://open.spotify.com/playlist/5oIbGilSzRAeZbjMtQkNh9?si=T3DzvW_UTIKhsWAXLNwrKw
Game Directions
1. Was discussed in our playtest feedback, but it would be super cool to have a clear, direct antagonist in our narrative. This specifically could be the railroad organizers who are attempting to shut down the train station due to inactivity, which would essentially shut down any remaining hope that our village would have left. This wouldn’t really change the type of fun at all, but would give the player more of a reason to care about their actions for the narrative.
2. The game is currently supposed to be slow and cozy, but adding a timer element on top of the frantic nature of a train station (especially in later levels since our game will be 7 levels most likely for 7 days) could be a nice change of pace and will prevent our players from becoming unengaged. This would change the type of fun more from submission to obstacle.
3. This was discussed in our playtest feedback as well, but it would be nice to specifically have a way for relationships that were started with NPCs to be maintained after a level concludes (for instance, having some sort of affinity bar with each NPC where a score could go up and down depending on actions you take with them in dialogue). This would introduce fellowship into our game, even though it ultimately is with NPCs since the game is single player.