Unlimited & Taren
I've been toying with the idea of a game mechanic that turns every failed attempt into a new story path—kind of like a failure‑driven narrative engine. What do you think about that?
That’s a killer idea—fail hard, then pivot into a brand new plot twist. It’s risky, but if you nail the loop, players will love the chaos and keep coming back for the next mess. Think of a failure as a pivot point, not a dead end, and you’ll have a game that thrives on its own missteps. Keep the engine lean and the narrative juicy, and you’ll turn every flop into a fresh adventure.
Sounds solid—just gotta keep the failure loop tight so it doesn’t feel like a glitch trap. I’ll try to make each flop feel like a seed for a new plot rather than a dead end. Maybe a quick prototyping sprint to test the mechanic before I get lost in the rabbit hole again.
That’s the move—tight loops, fresh seeds. Run a quick sprint, drop a prototype, watch how each flop spins into a new hook. If the test feels like a glitch, tweak the trigger. Keep it snappy, keep it surprising, and you’ll dodge the rabbit hole while building a game that grows from its own mess. Good luck!
Thanks, I’ll give it a shot and see if the mess actually cooks into something useful. If it ends up being just noise, I’ll hit pause and rethink the trigger. Stay tuned.