Devlog #2: How to deal with multiple endings (continued)
A couple days ago I wrote about how players of Psycholog didn't reach the alternative endings I had so elaborately crafted (to my mind, that is).
First attempt at solution
As soon as I identified this problem I kind of panicked and went for the simplest and quickest solution: to introduce a choice of difficulty setting at the start of a new game. Classic.
My idea was simply: in easy mode, the player doesn't need to earn as much TRUST of the client(s) to get them were they need to be to survive, compared to the harder settings.
I introduced this in the first big update, in May or June, 2024. It didn't help at all. No one reached the alternative endings. They did one playthrough and felt satisfied with that, apparently.
Second attempt at solution
When the above didn't work, I planted hints in dialogues with non-clients (like colleagues, for example) about how to successfully approach the clients. One dialogue in particular, taking place at Benny's over a burger, presents the winning strategy as plainly as possible without it being hand-holding.
Still, no effect.
Upcoming, third attempt at solution
How about this (would love some feedback here): after the first playthrough, a new option is unlocked: to play in "god mode", where the player can choose to REPLAY therapy sessions once they are over. Either 1) this choice is just given once at the end of each therapy session, or 2) the player can go back AT ANY TIME and tinker with the dialog options to boost those TRUST and TREATMENT scores.
Get Psycholog
Psycholog
Status | Released |
Author | Nimavoha Interactive |
Genre | Visual Novel, Interactive Fiction |
Tags | 2D, Atmospheric, Horror, Indie, Mystery, Point & Click, Psychological Horror, Singleplayer, Story Rich |
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