when i work, i don't listen to anything but
Difficulty levels versus control schemes: For example, gamepad support would not be able to use the whole "CURSOR IN SCREEN B TO ATTACK THE BACK". Should consider asking prof. dead to make a Starter.exe type thing to set up a config.sys thing, maybe.
doable

I have too much free time. Maybe I should write the plot down.
do. although, narrative and making a text box is new to me. seems professor cake already wrote stuff for our 48 lofi submission. will use that then.
I'm in the classroom right now, thinking about stuff. Stuff like "I have no idea how to use Game Maker, I wonder if seeing what prof. dead does in it will inspire me to pick up the free version", and "if I have to choose between C++ and C#, which would be better?", as well as "that 48 LoFi RPG compo thing is coming up soon, I wonder if I should do anything for it".
buy gm, submit something for the lofi. competitions are a good way to find support for actually starting "game programming." short competitions are a way to tell you if you're actually enjoying trying to make a game. idk what i'm saying, just...
How many weapons should I have, and what control scheme should I use if I allow keyboard support? Should I have a bunch of hidden weapons on the keyboard for anyone willing to mess with it long enough, or set up an "Equip before battle" system so that people can choose their favorite four weapons to set to ASZW (maybe allow for more setups they can change between using Q and E- these are the keys I use in ZSNES and would be easy to translate to a GamePad).
i have never played either of the games that are influencing this project, i've only watched them. i believe these questions are entirely for you. but i do like the equip before battle. levels are just a series of battles, correct? so it should have a load-out sequence like the thief games.
in addition, make cutscenes skippable. thinning the plot sounds silly whenever the cutscenes are skippable

unfortunately i sleep now. must...recover...must...fuck