I continue to love this game and how it is presented, however I do agree with some of the other comments. As a player you are somewhat being left in the dark. There is not a lot of feedback what certain options do or how decisions are being influenced. While I like contextual choices, I have found myself puzzled a number of times as to what the difference between certain lines would actually be. For instance, does the hometown matter? Is it even mentioned again? I still don't know what role the mom/dad hookup scenario plays in determining the characters future or character. I mean, the very first choice of the game leaves me puzzled. "He was hers/a mistake/intoxicating". Okay. What does that mean for the character? Neither one of those is very clear. At least not to me.
I think the game would do well with some sort of char sheet/notebook/journal which highlights key decisions or events in the past and shows our current skills, attributs, kinks and whatever else acts as a modifier.
I mean, we can pick certain traits or kinks, but have to remember them. I don't see any way of looking them up at a later point unless you get to upgrade them. The three-star upgrade system for kinks/traits is a nice idea and goes in the right direction. I don't expect to know about every number in the game, or as to what gives a +1 or +2, but it would certainly help, if we had some sort of feedback of what our character actually looks like in terms of skills.
Maybe give us a percentage success chance when we're about to roll the dice on something. If there was such a percentage chance, you could let us hover of the number and it could give us a small pop up bubble from said character sheet that relates to this. It could be like "+++ because you are athletic, ++ because you focused on training, --- because you do drugs" or something like that. You are already using these pop up bubbles every now and them, so you might want to consider expanding on this and giving us a bit more feedback as to what a decision actually means.
Right now, most things seem to be a stab in the dark and I can see why it could be frustrating to lose out on some athletic challenge, when all you ever did, was pushing for it and some background dice roll determined the outcome without you knowing it. You are being left with a feeling that you must have done something wrong, but not knowing what or where you went wrong.
I understand that the prologue isn't supposed to be as fleshed out as the main game is supposed to be, but I think the lack of feedback on decisions that people are experiencing now, will only hurt you even more in the long run, if you don't adress it early.
I think the game would do well with some sort of char sheet/notebook/journal which highlights key decisions or events in the past and shows our current skills, attributs, kinks and whatever else acts as a modifier.
I mean, we can pick certain traits or kinks, but have to remember them. I don't see any way of looking them up at a later point unless you get to upgrade them. The three-star upgrade system for kinks/traits is a nice idea and goes in the right direction. I don't expect to know about every number in the game, or as to what gives a +1 or +2, but it would certainly help, if we had some sort of feedback of what our character actually looks like in terms of skills.
Maybe give us a percentage success chance when we're about to roll the dice on something. If there was such a percentage chance, you could let us hover of the number and it could give us a small pop up bubble from said character sheet that relates to this. It could be like "+++ because you are athletic, ++ because you focused on training, --- because you do drugs" or something like that. You are already using these pop up bubbles every now and them, so you might want to consider expanding on this and giving us a bit more feedback as to what a decision actually means.
Right now, most things seem to be a stab in the dark and I can see why it could be frustrating to lose out on some athletic challenge, when all you ever did, was pushing for it and some background dice roll determined the outcome without you knowing it. You are being left with a feeling that you must have done something wrong, but not knowing what or where you went wrong.
I understand that the prologue isn't supposed to be as fleshed out as the main game is supposed to be, but I think the lack of feedback on decisions that people are experiencing now, will only hurt you even more in the long run, if you don't adress it early.