In this audio log, I reflect a little on a time in my life where I felt pressured to fit in to a group and change parts of myself to conform. I felt that this was a strong core for a narrative-driven visual novel game.



https://m.youtube.com/watch?v=KhAm81VYLN4&t=0s
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Gaining IP:
Players gain IP by making decisions that help the protagonist blend in more seamlessly into her new environment. This could include downplaying her differences, agreeing with others to avoid conflict, or taking on behaviours that align with expectations.
Losing IP:
Choosing to stand strong in her identity, correcting a mispronunciation of her name, defending her cultural heritage, or embracing her unique perspective, results in less IP.
The Confidence Meter:
The Confidence Meter tracks the protagonist’s evolving sense of self. High IP suggests that she is growing more accepted by others, but at the cost of losing touch with her identity. On the other side, low IP shows a stronger connection to her roots but bigger challenges in fitting in.
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The balance of IP in the Confidence Meter ultimately determines the protagonist’s ending:
A good ending happens if the player makes choices that both stays true to her identity and mixes well with society.
A bad ending happens when the protagonist completely loses themselves, where high IP shows she has blended in entirely at the expense of her heritage.
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