How could one in a million years figure that out without hints?You need to do Jessica's quest before the party actually starts.
Yes, but how does one know where to find Jessica or any other NPC?...The game TELLS you to go talk to Jessica in the quest log. I make a walkthrough that TELLS you what to do for the whole game. What more do you want?
I've been out for a few updates, from what I've read alot of things have been addressed. As an old school gamer I don't believe spoon-feeding locations is one of the things that needs to be addressed. MAYBE making the beachside location a bit more obvious would be good, but I appreciate you sticking to your guns on not adding quest markers, heck I basically knew the "world" like the back of hand by the time I found the university and that's not a bad thing. Guess work and exploration are sometimes the point. This game has good sexy bits, but I hardly find that to be the main point of the game and judge this more on the standards of a normal game as opposed to an H-game.Hmm, point taken.
I only have one problem. Well, it's not so much a problem as it is a preference. In my opinion, keyword being opinion, gamers these days are lazy. They want everything given to them, the exploration of old is dead. People don't really "play" games anymore, they poke around and if they can't figure something out in a min or so, they scream for a walkthru and let that guide them. That's cool and all but it is annoying that it seems like people just give up and don't try. My game isn't but so big, for now, and I could see if I had a Fallout or Elder Scroll style map that was huge with numerous locations and such. Or, keeping it closer to home, if I had a map like My New Life (which has a huge map broken up into fairly large sections). But my map is pretty damn small, purposefully, and the only explorable areas on the map have names listed no matter where the player is on the map; it shouldn't be hard to find anything. Maybe not as convenient as some would like, but certainly not difficult if the player looks around. I've played ren'py games that told less and had the player clicking all over the damn screen looking for one specific hotspot with no indication of where it is. I at least try and guide the player, but I don't want to hold their hand along the journey, so to speak.
It's hard trying to ascertain what you think the players knows/understands and what you, as the dev, absolutely know and understand. I'm trying to maintain a balance between let the player explore/figure shit out and just tell the player everything. It's a hard balance to maintain when players seem to not actually want to play/explore. It's to the point where I don't know how I should go about adding serious quests because I know most people are just gonna ask "How do I...". Seriously though, the game isn't encrypted, if all people want to do is see the renders, they can just look in the folder. I'm making this game for people that want to play an actual rpg, an old school styled jrpg at that. It's meant to be somewhat challenging, I want the player to have to think, I want them to have to look around, I want them to explore. I don't want to frustrate people, but I don't want to just hand them everything on a silver platter either.
I understand what you are saying.Hmm, point taken.
I only have one problem. Well, it's not so much a problem as it is a preference. In my opinion, keyword being opinion, gamers these days are lazy. They want everything given to them, the exploration of old is dead. People don't really "play" games anymore, they poke around and if they can't figure something out in a min or so, they scream for a walkthru and let that guide them. That's cool and all but it is annoying that it seems like people just give up and don't try. My game isn't but so big, for now, and I could see if I had a Fallout or Elder Scroll style map that was huge with numerous locations and such. Or, keeping it closer to home, if I had a map like My New Life (which has a huge map broken up into fairly large sections). But my map is pretty damn small, purposefully, and the only explorable areas on the map have names listed no matter where the player is on the map; it shouldn't be hard to find anything. Maybe not as convenient as some would like, but certainly not difficult if the player looks around. I've played ren'py games that told less and had the player clicking all over the damn screen looking for one specific hotspot with no indication of where it is. I at least try and guide the player, but I don't want to hold their hand along the journey, so to speak.
It's hard trying to ascertain what you think the players knows/understands and what you, as the dev, absolutely know and understand. I'm trying to maintain a balance between let the player explore/figure shit out and just tell the player everything. It's a hard balance to maintain when players seem to not actually want to play/explore. It's to the point where I don't know how I should go about adding serious quests because I know most people are just gonna ask "How do I...". Seriously though, the game isn't encrypted, if all people want to do is see the renders, they can just look in the folder. I'm making this game for people that want to play an actual rpg, an old school styled jrpg at that. It's meant to be somewhat challenging, I want the player to have to think, I want them to have to look around, I want them to explore. I don't want to frustrate people, but I don't want to just hand them everything on a silver platter either.
Are you clicking on the quests twice to get the detailed description?I understand what you are saying.
But if you leave it like it is, then the player will be FORCED to go from building to building, and from wall to wall like a blind man, cursing the developer.
Make quest text more descriptive, give hints, pointers,.... something to lead you to the RIGHT location.
Unless you absolutely LOVE the army of blind men.
You must be joking.Are you clicking on the quests twice to get the detailed description?
The column at the top right should disappear and you should be able to go to the temple. If nothing happens after you get them on the crystals and activate the orb, it's a glitch. I'll look into it.
Edit:
I just checked, it worked fine for me. What happens when you try to activate the orb? Does any text appear at all?