There are 4 characters, each of whom has a distinct personality, and who will complain when you push them to work too hard or burn them out completely. The characters have conversations when you hit the Coffee Break button, about trivial daily life stuff, helping humanize them to the player. Humanizing and creating fellowship with the characters, before forcing the player to push them a little beyond their limits, was the intention behind the narrative system.
But at it's core, the system works. Scientists can each do experiments, each have a style (H-Berg for instance has very uncertain experiments that produce a base roll of 0 or 1), and each scientist has as special ability they can use to help each other. The randomness in this system can provide a real incentive to push scientists past the point where their stamina limits will recover.
2 Week Narrative “experiment” game built to be ported to mobile.
Role Sole Creator
For School Project – DigiPen
Date April 2017