Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Not having an in-game decision map is a conscious design choice on our part. The replayability of our games tends to be very exploration-focused, with an emphasis on player-led experimentation. We've felt that in games that do offer choice timelines, that sort of exploration becomes more guided by the game than driven by curiosity, so we're hesitant to implement a feature like that.
We also like to write our games such that any given playthrough feels like a self-contained story with a satisfying conclusion. There won't be any 'good' or 'bad' final endings to Slay the Princess, and there won't be a 'true' ending that requires multiple playthroughs. Our goal as writers is to make it so that every playthrough is a valid, full interpretation of the narrative, and that subsequent replays are driven by curiosity. My guess is that at some point, fans of the game will probably put together a guide for this sort of stuff anyways — it's been incredible to watch Scarlet Hollow—our other game's community come together over time to share information across hundreds (or thousands) of playthroughs throughout the community.
We *do* use achievements as a way to give our players a set of vague clues to follow — both in terms of letting them know what endings/major decisions there are, as well as to give hints for finding some of the more hidden nuggets we've buried into the script (see: the knife achievement for this demo.) For folks picking up the full game on other platforms (say, itch) I'm hoping to build out some sort of achievement system within the installation so these little hints are present for everyone.
There's also a few features already in-game that can help with exploration — you can save and load of course (hit escape to open the menu), and you can also hit "tab" at any point to quickly fast-forward through any dialogue you've already seen.
We don't have a UI for this in the demo (aside from the "controls" button on the main menu) but that's mostly because the demo's short enough that it didn't feel warranted, and our first few stabs at a UI all felt like they detracted from the game's aesthetic. We'll be giving that another pass before the full release, though, and I'm sure we'll be able to settle on something that makes these options feel a little clearer/more accessible!
Thanks again for playing and for sharing your feedback!
Will consider that!