No.190 / 280Growth & bonds · Dialogue & choices

Too Many Leads, Too Little Time

Leads outnumber hours; you decide whose door to knock on today.

Prototype complexity
Who plays
Solo decisions
Design focus
Planning · Time · Information
PentimentNo.190Pentiment

01The core loop

Action → feedback → next choice
  1. 01List open leads
  2. 02Spend a time slot
  3. 03Gain info or come up empty
  4. 04Conclude before the deadline

↻Feedback changes the situation — the next round starts from there.

Walk through one round

A simplified design example. Situations and numbers illustrate the mechanic, not exact rules from a reference game.

  1. T1

    Turn 1 · The situation

    Two days to the trial, four slots, five leads.

  2. T2

    Turn 2 · The player chooses

    Spend two slots on suspect A, one at the abbey, one at dinner with the smith.

  3. T3

    Turn 3 · The feedback

    A's motive is confirmed, but the miller's testimony is lost for good.

  4. T4

    Turn 4 · The next decision

    Make the accusation with incomplete evidence.

How it plays

Days split into slots, and talking or searching advances time. Some people appear only at certain hours, and at the deadline you must decide with what you have; you can't chase everything.

What the player weighs

  • Dig deep on one lead or skim many
  • Trust instinct and close early or use every hour

02Start small

Quest · 0/3Prototype complexityCompact prototypeWho plays · Solo decisions

Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.

03One mechanic, different implementations

Pentiment
P

Pentiment

P1

Time advances as you investigate, with day segments and meals consumed, so you can't question everyone before the trial and must pick.

Disco Elysium
D

Disco Elysium

P2

The clock advances with dialogue and some people and events are time-specific, but there is no strict case deadline overall, so pressure is gentler.

The difference worth noticing

Pentiment forces trade-offs with a hard deadline; Disco Elysium uses schedules for pacing rather than forced loss.

Case notes are Yoroll editorial summaries; rules may change between versions.

04What could you combine?

Fusion · Original design proposal · not an existing feature
Too Many Leads, Too Little TimeDialogue & choices+

Fast-travel nodes save time slots, but each needs a slot spent befriending locals first, trading early time for later speed.

Prototype this combo in Yoroll

→Follow the next idea

Dialogue & choicesNew

Your Past Opens Doors

Who you were and what you learned decide what people will tell you.

Prototype complexity
Who plays
Solo decisions
  1. 01Choose a background
  2. 02Special options appear
  3. 03Use experience to persuade or see through
  4. 04Gain what others can't
Pentiment · Baldur’s Gate 3
Dialogue & choicesNew

Choices That Come Back

A casual choice resurfaces hours later where you least expect it.

Prototype complexity
Who plays
Solo decisions
  1. 01Make a small-looking choice
  2. 02The story moves on
  3. 03A later event is altered
  4. 04Recall the original choice
The Walking Dead: Season Two · Pentiment
Dialogue & choicesNew

Rewriting the Loop

The same stretch of time repeats; only knowledge carries over to rewrite the next pass.

Prototype complexity
Who plays
Solo decisions
  1. 01Live through one loop
  2. 02Note when key events happen
  3. 03Act differently next time
  4. 04Unlock a new outcome
Twelve Minutes · Outer Wilds
yorollGAMEPLAY ATLAS

Good mechanics deserve a closer look. Good ideas deserve a next step.

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