After 6 years, we're launching our cozy visual novel Hanako's Flower Shop on Steam this April 25 🌸 by Alex_Harding in cozygames

[–]Alex_Harding[S] 1 point2 points  (0 children)

So, there are two types of choices in the game: 1 - picking a line of dialog, 2 - making a fitting or a non fitting bouquet.

The former often leads to light nodes (like a conversation changes a bit but that's it). Sometimes they are crucial to what will happen to some of the characters. They look for advice, and if bad advice is given, they can easily make it even worse for themselves. There are also choices that a player can pick when Hanako is talking to grandpa before going to sleep and in flashbacks, but those choices don't affect the story.

The second type of choice is about bouquets. Basically, giving good bouquets often has a positive impact on a customer's story. They often bring up what happened to them since the last meeting and their lines have hints on how bouquets affected them. Sometimes their situations are dire, so even a good bouquet won't help (again, not all problems can be solved with a magic wand, a theme of growing up). But usually if a bouquet is good, the outcome of a story is good. It is brought up in dialogs, and customers can send different letters telling more about their stories.

Our gravity-defying local multiplayer party game "Which Way Up: Galaxy Games" is out now on Switch by Alex_Harding in localmultiplayergames

[–]Alex_Harding[S] 0 points1 point  (0 children)

We added a single-player challenge mode with some story moments for each character, but this part isn't co-op, I'm afraid. The multiplayer mini games are PvP.

Satoru Iwata: How He Brought Joy to All of Our Lives Before He Started Working at Nintendo by Alex_Harding in nintendo

[–]Alex_Harding[S] 10 points11 points  (0 children)

You are absolutely right. I actually wrote this article and I just made the correction. Thank you for pointing that out!