tpk
Member
- Aug 24, 2018
- 128
- 109
- 228
I think that is a bad example because you can see what getting a level does even if you didn't read the doc.txtI really wanted to like this game because it hits all my kinks, but honestly the early player experience is restrictively bad. Everything I need to know is so obfuscated and not particularly well documented or presented in game. I feel like I need a math degree to understand the core mechanics as there are so modifiers that are just about them going up and with very little feedback on how you are going (this coming from someone who plays dwarf fortress in its original ASCII). Even after following the tutorial and the guides people have posted here, I am yet to get a single break (even after getting the girls to hit 1k+ trauma in all 4 not a single one broke, so either I am not understanding what needs to happen, or something else is going on in the code, either way not a good experience). The game itself never explains that getting 200+ circumstance on a girl is important to gather EE and it never actually tells you the proper requirements to break T1’s.
One thing that really threw me early on is that there is not really a unifying method on which the mechanics work operate. Each one seems to have its own complexity that doesn’t really mesh well with the others. Take for example:
HATE: x2 all damage per level, or x4 for FEAR
PLEA: x4 all traumas per level, or x8 for DISG
INJU: x3 all circumstances per level, also x2 PAIN
EXPO: x2 all ally circumstance damage per level, also x2 own SHAM
Now ask your players if they are able to remember the above when making plans. What is the difference between damage and circumstances? There is nothing wrong with having complicated mechanics, but you need to be able to explain them well to the player.
Anyway, I do hope you continue working on the game. It has potential. However, I would urge you to pull away from complexity and go towards communicating mechanics properly. Also, as another note, “number go up” gameplay will wear thin if there isn’t something else interesting holding it up, there is only so much a number can go up before it starts to be meaningless.
also, yes, many players do remember that because they simplify it.
I do agree that there are mechanics that are not explained in the doc.txt (tier 1 corruption as an example, btw it happens when they are in danger of getting to 10k+, so about 5k or so)
I hope that I'm not sounding like I'm giving you shit.
by how are you talking, you might be expecting progression each day, I have to say that's not how it works as each tier make the chosen more vulnerable.
Now, one of the biggest errors that some players make is that they try to be constant and/or focusing one at a time.
If you have questions, ask away, there is no shame in asking.