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Hey everybody! Sorry for being off comms for a few days – I needed a bit of time to get over my bug, and honestly also to clear my head a little. I hope you guys all had a merry Christmas and that you’re excited about 2020.
This is just a quick catch-up post to thank everybody who played the beta and gave their feedback. I read it all, and I think there were some really great insights from the community, which helped guide my thinking over the past few days – thanks.
Broadly, I think the feedback is:
- It’s an improvement over the existing sex scene. We prefer making choices that affect the scene to the existing click-click-click-orgasm mechanics.
- The notification spam is obtrusive.
- Some of the dice rolls feel a bit gratuitous.
- The pace feels inconsistent – some parts are glossed over, others bog down. The sex in particular is too quick. The scene also ends too abruptly.
- It took a long time to produce this.
I think a lot of these problems can be traced back to the
complexity of the scene. Yesterday, I sketched out a design for a simplified version of the scene (based on player feedback). I’ll go into the new design in detail soon, but broadly speaking the aim is to make the scene leaner and meaner with fewer but more consequential dice rolls, and with some paths that don’t really add much to the scene being cut.
(For example, the “making out on the balcony” passage currently has four possible outcomes – Carla is turned on, Max is turned on, both are turned on, or neither are turned on. This is
nice, but it takes 300% longer to write than if we just assume that making out with a hot guy or girl on a balcony at the end of the date makes Carla’s thong wet and Max’s dick hard, and move on with the scene.)
Personally I felt deflated when I released this; it just didn't feel right. I wanted to nail it and move forward, not produce a new design. But the good news is that the community feedback is going to make this scene (and all future sex scenes) sexier and more interesting, and also that simplified versions are quicker to produce!
Also – the community feedback was just excellent. In the days leading up to the release I felt this kind of gnawing, constant stress; I knew something was wrong, but wasn't really sure what it was. Hearing your insights and perspective helped me understand
exactly what was wrong. (And also that not
everything about it was wrong – the positive feedback really helped cheer up a sick and demoralised crab.) Thanks again, you guys rock. I'm going to try to make prototype releases more frequent in future.
I’ll write more on this tomorrow, and also take the chance to reflect on the past year and set out my plans for 2020. The game came a long way in 2019 – we implemented SURPS, the Lifepath, and the new customisable avatar this year – which is great, but we missed a lot of deadlines and the project isn’t as far forward as I want it to be.
I need to get a better grip of things in 2020, which means some changes to the way I've been working and also better engagement with the team and the community. More
tomorrow.