For the past week or so we’ve been fleshing out and implementing the progression system in Road Not Taken. The premise we’re running with right now is that your character has a “career” of # (20? 30?) games. Once your character has completed that many games, he/she will retire and pass away, and you will take over a new character who succeeds them.
Each career will give you an opportunity to unlock certain boosts that you can use from game to game. A boost, for example, might make the game a little easier by decreasing the spawn quantity of a particular type of troublesome forest creature, or it might make the game more difficult but also more rewarding. Boosts are represented by everyday objects that you collect. Here’s a mockup of what the boost room (where you collect your boosts) might look like:
Additionally, as you successfully rescue lost children through successive campaigns, you’ll encounter new forest creatures and objects. This will serve the dual purpose of making the game more interesting and challenging over time, and also scratch that progression itch (because you’ll have a scrapbook of sorts that you fill up by discovering every possible forest denizen.)
Lastly, you’ll have relationships with townspeople and forest denizens that you will try to juggle and enhance over the course of many games. We’re particularly excited about that system and how it plays into the narrative; we’ll share more in a future update!