Steam post image Anything called a “game” inevitably has “rules” to some extent, and gamebooks are no exception.
Full notes
Full Veritas Tales: Witch of the Dark Castle update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes2 additions2 changes0 removals
Balance
UI and audio
Gameplay
changedSteam post image Anything called a “game” inevitably has “rules” to some extent, and gamebooks are no exception. You might jump to a paragraph (a section of text marked with a number at the top) based on the choice you make, roll a die to determine the outcome, see your options change depending on whether you have a specific item, or engage in combat, negotiations, or games of chance.
changedFollowing the rules is absolutely essential to enjoying a game, but sometimes they can feel unfair, like a waste of effort, or lead to regret. That’s when I “cheat.” The word “cheat” might sound like I’m doing something wrong, but sometimes it’s unavoidable if you want to have fun. In fact, cheating can actually make things more enjoyable.
addedIf a character in the game dies, rather than restarting from the beginning as the rules dictate, I pretend they “didn’t die” and keep reading to see what happens next—this way, the fun lasts longer. This is a “cheat” to save time. When faced with a choice between two equally appealing options, I’ll hold the page open with my finger, compare the two outcomes, and proceed with the one I prefer. This is a “cheat” to change the result. Since you’re making the choices yourself, the outcomes don’t feel unfair, and you can casually try actions you’d never normally choose. Does “cheating” make you feel uncomfortable? Or does it make it more fun? How strictly you adhere to the rules can also reveal whether you’re lenient or strict with yourself and others. When you think about it that way, “cheating” can actually lead to new discoveries.
addedWith the digitization of gamebooks, a feature (or service?) called “save-as-you-go” has been added. While this was considered “cheating” in traditional gamebooks, it’s a common and standard feature in digital games. You can undo a choice you’ve already made and take a different path. Even if you die in battle, you can search for a path that avoids combat. You can rewind to retrieve an item you missed. You can do all of this without a shred of guilt. Make full use of it! Also, as someone who approves of “cheating,” I’ve included a few spots in this game where you can “cheat” a bit. Perhaps “secret techniques” would be a better term. If you like “cheating,” see if you can find out what kind of secret techniques are available!
Veritas Tales: Witch of the Dark Castle changes
changedSteam post image Anything called a “game” inevitably has “rules” to some extent, and gamebooks are no exception. You might jump to a paragraph (a section of text marked with a number at the top) based on the choice you make, roll a die to determine the outcome, see your options change depending on whether you have a specific item, or engage in combat, negotiations, or games of chance.
changedFollowing the rules is absolutely essential to enjoying a game, but sometimes they can feel unfair, like a waste of effort, or lead to regret. That’s when I “cheat.” The word “cheat” might sound like I’m doing something wrong, but sometimes it’s unavoidable if you want to have fun. In fact, cheating can actually make things more enjoyable.
addedIf a character in the game dies, rather than restarting from the beginning as the rules dictate, I pretend they “didn’t die” and keep reading to see what happens next—this way, the fun lasts longer. This is a “cheat” to save time. When faced with a choice between two equally appealing options, I’ll hold the page open with my finger, compare the two outcomes, and proceed with the one I prefer. This is a “cheat” to change the result. Since you’re making the choices yourself, the outcomes don’t feel unfair, and you can casually try actions you’d never normally choose. Does “cheating” make you feel uncomfortable? Or does it make it more fun? How strictly you adhere to the rules can also reveal whether you’re lenient or strict with yourself and others. When you think about it that way, “cheating” can actually lead to new discoveries.
addedWith the digitization of gamebooks, a feature (or service?) called “save-as-you-go” has been added. While this was considered “cheating” in traditional gamebooks, it’s a common and standard feature in digital games. You can undo a choice you’ve already made and take a different path. Even if you die in battle, you can search for a path that avoids combat. You can rewind to retrieve an item you missed. You can do all of this without a shred of guilt. Make full use of it! Also, as someone who approves of “cheating,” I’ve included a few spots in this game where you can “cheat” a bit. Perhaps “secret techniques” would be a better term. If you like “cheating,” see if you can find out what kind of secret techniques are available!
Steam post image Anything called a “game” inevitably has “rules” to some extent, and gamebooks are no exception. You might jump to a paragraph (a section of text marked with a number at the top) based on the choice you make, roll a die to determine the outcome, see your options change depending on whether you have a specific item, or engage in combat, negotiations, or games of chance.
Following the rules is absolutely essential to enjoying a game, but sometimes they can feel unfair, like a waste of effort, or lead to regret. That’s when I “cheat.” The word “cheat” might sound like I’m doing something wrong, but sometimes it’s unavoidable if you want to have fun. In fact, cheating can actually make things more enjoyable.
If a character in the game dies, rather than restarting from the beginning as the rules dictate, I pretend they “didn’t die” and keep reading to see what happens next—this way, the fun lasts longer. This is a “cheat” to save time. When faced with a choice between two equally appealing options, I’ll hold the page open with my finger, compare the two outcomes, and proceed with the one I prefer. This is a “cheat” to change the result. Since you’re making the choices yourself, the outcomes don’t feel unfair, and you can casually try actions you’d never normally choose. Does “cheating” make you feel uncomfortable? Or does it make it more fun? How strictly you adhere to the rules can also reveal whether you’re lenient or strict with yourself and others. When you think about it that way, “cheating” can actually lead to new discoveries.
That said, “cheating” does tend to spark a slight sense of guilt and a feeling that you’re being dishonest. Even if you successfully clear the game, there are downsides, such as wondering, “Can I really say I cleared it if I ‘cheated’?” or feeling that “since I didn’t struggle, there’s not much of a sense of accomplishment.” I once knew a senior who was a true ironman—he would always start from the very first page, no matter how many times he got a “Game Over” in a gamebook. I remember that after hearing that story, I began to look at him with a touch of admiration.
With the digitization of gamebooks, a feature (or service?) called “save-as-you-go” has been added. While this was considered “cheating” in traditional gamebooks, it’s a common and standard feature in digital games. You can undo a choice you’ve already made and take a different path. Even if you die in battle, you can search for a path that avoids combat. You can rewind to retrieve an item you missed. You can do all of this without a shred of guilt. Make full use of it! Also, as someone who approves of “cheating,” I’ve included a few spots in this game where you can “cheat” a bit. Perhaps “secret techniques” would be a better term. If you like “cheating,” see if you can find out what kind of secret techniques are available!