One of the initial design bits for Tormishire was that players will be able to alter the outcome of the games events, both short and long term, through minor decision making. I’d like to go through a couple just to give an idea of what this entails.
At a certain point in the game a fork appears in the path. The default direction is to head left and I’ve thrown a few design bits in there to encourage this route. On the left route the first enemy encounters are all static, low level monsters. By taking the shorter left route you encounter a village early and receive an item, you also face off against the first boss after a few minutes.
The right route has enemies that will attack, but rewards this with a more useful item, though it doesn’t deal any damage. This route skips out the first boss for quite some time allowing you to level up and find a key character and health packs. But because of the increased time the first boss will be stronger too. This route also lets the player fix a broken power station, fixing this will increase the strength of all electricity-related bosses, but rewards the player with a powerful weapon and a transport method (which couldn’t previously run because of the lack of power).
It’s in the first village that the player can play Cupid and is given the opportunity to befriend a villager who needs a way to help pay for his wedding. You can skip him out altogether but by helping him and choosing 1 of 3 options you can help him get married sooner. But this affects if the couple stay together and later have kids, who in turn will help the player out when they later return.
Just stuff like that. Innit.