I like the idea and I can guess at what the dev wants to do, the problem is there is no content and we can't even be sure if a game loop will ever exist.
It's probably easier to work on putting in tons of rooms/cells or whatever than to actually write dialogue and put in content/scenes. But having things take many clicks and areas be empty save a lone picture that does nothing doesn't a game make.
There are enough rooms, there are enough characters, the stats are defined. Now start putting in actual content. I would even say hide most of the areas until you can fill them. Consider it more a headstart to the future than actual content today. If you don't have a dialogue tree and conversation for a character, then they aren't ready to be in the game. if a place doesn't have things to do, it's not ready to be in the game. If you're not sure what your gameplay loop is, then you're not actually ready for an 0.2 release let alone 0.45.
Start small and then add, don't start huge and empty, because you run into the problem of not adding anything or it always looking and feeling that it lacks content and progress, which will drive away players.
Try to appeal to players to want to play your game because it's fun, rather than trying to tell players they need to play your game to prove how smart they are to you. Especially since the player's definition of intelligence is unlikely to be randomly clicking around to find some random trigger.
It's probably easier to work on putting in tons of rooms/cells or whatever than to actually write dialogue and put in content/scenes. But having things take many clicks and areas be empty save a lone picture that does nothing doesn't a game make.
There are enough rooms, there are enough characters, the stats are defined. Now start putting in actual content. I would even say hide most of the areas until you can fill them. Consider it more a headstart to the future than actual content today. If you don't have a dialogue tree and conversation for a character, then they aren't ready to be in the game. if a place doesn't have things to do, it's not ready to be in the game. If you're not sure what your gameplay loop is, then you're not actually ready for an 0.2 release let alone 0.45.
Start small and then add, don't start huge and empty, because you run into the problem of not adding anything or it always looking and feeling that it lacks content and progress, which will drive away players.
Try to appeal to players to want to play your game because it's fun, rather than trying to tell players they need to play your game to prove how smart they are to you. Especially since the player's definition of intelligence is unlikely to be randomly clicking around to find some random trigger.