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Julius

  • Author(s): Muren, Sophia
  • et al.
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Creative Commons Attribution 4.0 International Public License
Abstract

I wanted to make the player make the hard choices, and to experience what a fun/funny game should feel like. I tried to really separate the two choice paths to make it sort of feel like you were playing a different game. In one segment, you are forced to follow the linearity or die and start over, while the other, you're allowed to freely roam around the castle you're trapped in.

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