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PhiMarHal

@phimarhal

Timetravel murder mystery game where NPC dialogue is powered by a LLM. Each NPC has a distinct set of goals determined from the start (randomized at least to an extent, so each playthrough is different and the Internet can't spoil you an exact walkthrough). Fail conditions and thematic limits on player dialogue so user can't just bruteforce through i.e.: might get to speak to NPC mr A 3 times in a row, but then he has to do task X so he excuses himself no matter what. Unless player said something so compelling it overrides task X! Run a global clock for NPC behavior Elder Scrolls style, essentially.
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