Devlog #1: How to deal with multiple endings?


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A major part of PSYCHOLOG is taken up by dialogue. This makes sense, given that's what therapists do: talk. But interspersed between treatment sessions are other scenes, featuring point-and-click gameplay. There are even timing-based events, and all of it affects which ending the player gets.

During development, there was constant juggling of different events, dialogue outcomes, and their impact on the narrative. As a result, the process of laying out the story and writing it took much longer than it probably should have. The frustrating part? It seems I made the "best" and "worst" endings too improbable to reach, meaning almost 100% of players get the "vanilla ending." In this ending, some of your clients are successfully treated for their phobias, but not all of them. At least one of them is murdered as well (hey, it's a horror game).

There's a dark ending where, due to your utter incompetence as a therapist, you fail to make any of your clients trust you enough, resulting in their untimely deaths.

And then there is the "good" ending where everyone survives.

In addition to these three main endings, there are variants where clients are successfully treated or not. The "perfect" ending (giving you a 100% score after the credits) means every client was not only saved from being killed, but were also helped with their phobia.

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So, to sum it up, a lot of effort went into creating a deep game. But the balance is off. In the next devlog, I'll discuss how to improve this so that those players that do repeated play-throughs may increase the likelihood of attaining a different ending.

Files

Psycholog.zip 560 MB
11 days ago

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