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Krantastic5 karma

Unwritten

I like the emphasis on the story of your playthrough. Everyone will have their own story from a playthrough of FTL or XCOM, but the proof of the story is your current state - what you gained or lost, battle scars, etc, whereas in Unwritten you cary your story with you. It seems that you guys have a passion for storeytelling and player choice, but you aren't telling a particular story. You're making a story-generating game. I'm curious how you ended up with heavy storytelling influence in a typically unscripted genre, and whether you were originally tempted to tell story of one clan with scripted plot points.

How does the combat resolve in Unwritten? Does combat involve player input? What does it "play like?" Will I be activating the special abilities of units or are they passive?

I think the themes and the art here are beautiful, I really hope you guys make it!

Krantastic5 karma

Do you have a notion of a preferred distribution between EAs working on projects VS earning to give? (I feel bad for not making radical life changes besides donating.)