What people think about the choices system?
I am thinking for future games to get rid of the "right choice that rewards relationship points". I mean, I know it's commonly used in games, and I have used it a lot too (and for more games I will still use this system).
But for example both in Undead Lily, Amber's and in the Dingirra game we're using this system. In practice each character has some variables/stats (could be hidden or not, have to decide) that the player changes with the answers and that will impact the endings.
In Amber is quite obvoius: beside being more "light" or "dark" yourself, you can also change a character's attitude towards dark or light. So there are in practice 4 variants: Dark+, Dark, Light, Light+.
Then, based on those values, 4 different endings for each character. This way it's not like there's a "right" ending. There are of course some "good" ones and some bad (the dark are almost all bad
though one with Ruby maybe... ahem, no spoilers).
But I think the player this way is more encouraged to explore and adds replay value. If there's a right choice, why the player should try other ones, or other paths? there's no incentive, except for player's curiosity.