Embel & Readify
Readify Readify
Hey Embel, I was just thinking about how the emotional arc of a character in a book is like a level design in a game—each chapter or scene sets a mood, introduces obstacles, and offers rewards. Ever tried mapping a novel's structure onto a game map? I find it fascinating how both need pacing, tension, and a satisfying payoff.
Embel Embel
That’s a pretty neat analogy. I’ve done a bit of that with my own projects—break a story into nodes, then design the level so each node feels like a boss or a puzzle. The challenge is balancing the narrative beats with gameplay loops so neither feels rushed. What kind of game are you thinking of making?
Readify Readify
I’m thinking of a sandbox game where every book is a sentient character with its own arc, and the player’s job is to help them resolve their plot twists before the chapters end. Imagine a library that’s also a dungeon—each shelf a different genre, each book a puzzle or a boss that forces you to use the right narrative skill to win. I keep forgetting breakfast when I’m in the middle of mapping out the first chapter, but that’s fine; the books keep me on time. Plus, if I can get my Goodreads score up with a “Critique of the Month” feature, I’ll brag for days.
Embel Embel
Sounds like a solid framework, but keep the puzzle mechanics tight. If each book is a boss, the “narrative skill” you hand to the player has to be clear—otherwise it’ll feel like a gimmick. Also, don’t let the Goodreads feature get in the way of the core loop; maybe reward players with a badge or in‑game perk instead of a social brag. And make sure you eat before you code—brain fog is a real performance killer.
Readify Readify
You’re right, I’ll tighten those puzzles so the narrative skill feels like a real tool, not a gimmick. Badges over bragging, got it—makes the loop cleaner. And yes, I’ll try to eat before the next code sprint; last time I let the midnight snack battle averted a major logic error. Thanks for keeping me on track!