Why make There's Always a Madman: Fight or Flight text-based? Why not use visuals?
·James Bond, Jason Bourne, Jack Reacher, and Jack Ryan all started off in text format with novels. As such, I believe this is the right move for this project - as they say, the book is always better, so I think a more book-like experience works here. Although There's Always a Madman: Fight or Flight has similarities to a novel, it of course takes advantage of the video game format in certain ways, making a text-based video game a good choice:
- The story proceeds along branching paths based on how you decide to handle each situation you face
- The game's text is supplemented with music to set the appropriate mood, such as whether you're in a safe location or you're exposed to danger
In many respects, I consider There's Always a Madman: Fight or Flight to be a highly immersive and replayable novel due to the music that sets a specific and ever-changing atmosphere for you, combined with the way that your choices change the narrative. This experience is only possible via a video game, and I believe the visuals you conjure up in your mind while playing will surpass anything I could create for you on the screen. Again, going back to that saying - the book is always better.
If you wish to take on this mission and save the world from a madman, please do so by wishlisting the game on Steam here: https://store.steampowered.com/app/2390500/Theres_Always_a_Madman_Fight_or_Flight
And I'm also planning to run a Kickstarter campaign for the game later in 2023. You can sign up for free to receive a notification when that campaign goes live here: https://www.kickstarter.com/projects/sunnydemeanorgames/theres-always-a-madman-fight-or-flight
You can find further information about Kickstarter-exclusive rewards in this prior blog post.
I wish you the best of luck in saving the world. We’re all counting on you - after all, if you don’t save the world, then there can’t be a sequel.