: Track player decisions using "flags" or "variables." If a player was rude to a guard in Act 1, that guard should remember it in Act 3.
: A "bad" choice shouldn't always mean "Game Over." It should lead to a more difficult or different path.
: A specialized scripting language designed for interactive branching dialogue. It has a plugin for the Godot engine.
: The story branches but eventually returns to a "hub" scene to keep the scope manageable.
: 3 choices is often the ideal "sweet spot" for dramatic tension—1 feels like a railroad, 2 is a simple binary, and 4+ can overwhelm.