I think the story just needs that touch of sugar that makes the player say "I'm not going to skip this, it could be important",the rest is very good
Talking about it in my responses below, but yes, I realize that it is important to give players hints/guides whether their decisions actually matter, still thinking how to 'teach' it to the player without being too intrusive into the gameplay.
..., which is where I came in univited
...
Your feedback has been super helpful in allowing me to cut out stuff that doesn't matter or make improvements. I don't think I would be at this point without your advice - definitely with a shittier game.
As for the story, I believe that FunDi has the overall general 'framework', but the specifics and details are still up in the air, tweaks here and there.
And yes, I have a large spreadsheet/doc where I have written down characters, traits, choices, stories, twists, major/minor decisions, alignments, the lore of the game, etc. You can think about it as a book, but all over the place.
I always loved the concepts of Malkavians from Vampire Masquerade, so I've integrated something similar into the game, which becomes apparent after Scene 4. I think it's cool to have a narrative of you as a hero, and a secondary narrative (supportive or contrarian) coming from someone living inside your head.
That's pretty much what the first chapter is about - how it happens and what it means for Archer.
Most of the posts on this thread are about game design, architecture, hardware, software, things like musics, overview of in-game communication system ( emails, ChimeraPad ) among others. Pretty much everyone is welcome to give feedbacks and opinions on the posted contents so far. Of course, the initial feedbacks are less valuable compared to the responses when the demo is released
, but sometimes it can give
FunDi some ideas of what to expect. Think of it like a rehearsal.
Exactly, and to articulate the point, there are a couple of purposes behind posting all this granular/game-related stuff:
1) Duh - gain visibility for the game
2) Get early feedback so you can prioritize important / unimportant / bad / game-failing things and either pivot, get rid off them, etc. (like how I wanted a cheating/prostitution system but got rid of it understanding that it will detract the core audience I am looking to attract)
3) Helps the person writing the post (aka me, FunDi) to word the thoughts in my head properly and put them in writing, which sort of crystallizes the concept and allows it to develop into a feature/mechanic/whatever, and get immediate feedback.
Funny thing: did the same thing in real life. Sent a couple of screenshots to a couple of my fellow game devs, a lot of them were like, "wtf, adult games are porn", but one thought it was cool, and I have irl person helping me now, which is great. You never know if you don't post this thing.
f95zone community is amazing this way - for mainstream games, it is SO DAMN HARD to get feedback, and here I get so much.
And the most important pivotal 100% life/death point, of course, is to rack up those Patreon numbers so I can cut back on my full-time job . Kidding not kidding sort of thing