Rat-attack
Active Member
- Aug 18, 2020
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[After writing my response post I decided to put the long bits into spoilers so it's size is smaller, didn't put the quotes into them so you know what each spoiler is replying/responding to and so hopefully easier to read the entire thing.....I did not intend to write this much sorry :S ]
As for character development, I’ve been thinking about a perk tree for some time, but implementing it into an existing project, which is already quite large, requires a bit of planning.
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Regarding the grind, I assume you mean the very beginning of the game. Indeed, the gym and the local store may be frustrating for some, but new scenes appear there every 2-3 actions, which I think isn’t too excessive.
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I would totally agree with this if like other HTML games the events have more depth to them instead of them being so short.I could change it so that something new happens after every action, but I’m not sure if that might make it too dynamic.
The problem with creating a game in HTML is finding the right balance for the pace of gameplay. For example, games that use RPGMaker have that naturally built-in 'slow' phase where you simply walk from point A to point B. In a clicker game, it’s really hard to balance that properly.
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You’re probably also referring to the characters that appear at the beginning in the main character’s house, and I agree that this can be tedious. When I reworked those characters, I used a similar mechanic where you had to build relationship points by spending time with them because I didn’t have better ideas at the time. Later in the game, I moved away from such mechanics entirely, but what new players see right after starting the game are still repetitive and clunky mechanics, which create an off-putting early gameplay experience.
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I’ll probably sit down with the main character’s house location and the characters there and start reworking it for the third time to make it more engaging and appealing.
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