It’s not a crossroads…but I like the connatation and it should be used elsewhere (also try to get the word “widdershins” into the game somewhere please!).
It’s not a fork…even with squinting…
It’s a place where you can cross some water, and if you rough up the water a bit, that could serve as the rationale. Not that you need one. Unless of course the/a devil actually lives there?
Plus, like lots of people have said, it’s easier to say.
I missed this. Somehow… anyway, it looks cool.
I don’t care too much about the name as a lot of good names can be put in, though I think Devil’s Crossing works well.
I think, though, you’ve overlooked the hopelessly optimistic approach town names generally take. In the real world, that would probably have been something twee like Three Bridges… Or Trinity Bridges… Or Tribridge… I think I’m thinking about this too much.
I’m definitely looking forward to a world, where your actions and progress through the story affects the environment. It will make Cairn more lively. I hope you design the game, so that this happens in many places. Not only can there be destroyed bridges and buildings, which are restored later on. Maybe we need to burn down a building to setback the foe, or block a road to protect people.
I’m loving the unique look and style of this game. An interactive game world is always a pick plus in my book. I hope the freedom this type of independently funded project brings allows you to continue to take risks and carve your own path. Depths of Peril to me was a good example of how unique an indie ARPG can be. Unfortunately, it had too many faults and an art style I couldn’t get into, but the design was intriguing.
I’ll agree with this. But I’m also a sucker for puns, and think Devil’s fork could be used for a later crossroads that has 3 ways to choose to go, each leading to a different boss at the end of the pitchfork shaped road.