This Game Has a Knife


I've started on the visual assets, made a flowchart, and I'm well over seven thousand words in. And hey, might as well share a handful of them. I'm thinking that I'll hopefully have a serviceable draft written by the end of the month. Using dialogue options, you're trying to steer DRT into tortures that make escape optimal. Writing the tortures is all well and good, but I'll need the full month of November to make sure that the mechanics of the thing make any sense at all. Hopefully, like an adventure game, once you've explored your options, the puzzle will be pretty easy to solve.  Or ignore. I dunno. It's very easy for me to come up with ideas, but making a solid puzzle is new for me.

May I Take Your Order had kind of a soft way of nudging players toward the true ending, using the size of the tip given to the server at the end, as well as means of getting Rakove to rack up more damage. But this one has a bit of a more obvious win state: escape. So it may be easier for a non-true-ending-run to feel like failure, rather than just an ending. If I write the sexy bits right, though, the journey will be worth the additional loops. My plan is for each run of Off the Cuff to be shorter than MITYO, but for the ability to have more runs, and each run to be totally different.

I mean, as different as it can be, under the circumstances. You still start out tied to a chair each time, and then things get verious levels of sexy and violent. Is this a problem?

Not for me.

Get Off the Cuff

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