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Сообщить о проблеме с переводом

As the player chooses a certain emotion for a certain dilemma (for example Anger by punching someone), they start in that emotion in the Dream Sequence yes,?
But then, perhaps to give a layer of depth, strategy and choice to the game, we can give the player the option to change his emotion at every puzzle.
For example, the player can choose to change into the Anger emotion to take the easy way out and "burn" a new path. Alternatively, the player can take the longer way around by choosing happiness, and finding another way around.
By taking the longer way around, there's a chance you'll get a better ending.
If we had it, it'd probably mean that we'd have different talent trees for different emotions, meaning people would prefer one emotion over the other because of them spending points in that field.
That would create a big problem when trying to convey the story to the feelings of the player.
Also, perhaps we should consider making the game in plainly 2d. There's just a certain sense of feeling that can't be achieve with 3d, an "out-of-this-world" sensation of sorts. Also, hand-drawn graphics would look incredibly good in a game like this. Maybe, when we have some things to show, we could recruit some people from DeviantArt.
Normally the thing which will appeal to people in a game like this is originality and story. Originality to appeal to the target audience, and story to satisfy people. This is where the problem lies, I would say.
Combat is definitely not original, it exists in almost all popular indie games. ♥♥♥♥♥♥♥ word count, we need to talk :P