Some thoughts:
- Wish there was a way to save during talks, as to experiment with what each option of dialogue does without having to reload saves and start talks from the beginning of a talk. This becomes more annoying at parts like:
- The start of the game, where you need to reload the whole game to see the intro all over and repeat all the options to see what each answer does.
- The principal where you need to open the door, wait a bit, go through the quick-time action scene, wait a bit for his talk and then see what each answer does.
- Talks that have several options followed by several options, followed by several options, followed by... (you get the point)
- And/or have an option that could be toggled that would show the outcome of the responses. <- would love this.
- Wish the intelligence menu only showed what information can be unlocked in the current version, not just have some points that are currently hidden, but contain no information (in the current version). That way we know if we missed something and could perhaps look for it.
- Perhaps even adding hints on where to get such info and with said hints it could notify us that they can't be unlocked on the current version, or they can't be unlocked because we missed the option to get them in a previous talk.
- Explanation of the Karma system. I mean it might sound obvious but not really... If we have good karma are certain perverted options locked, or most of them? Or just ones that involve more harsher actions such as blackmail and similar genres? What about the other way around, if we have bad karma, can't we make good choices in the future? Are certain scenes blocked thanks to it? If we stay neutral do we get the best of both worlds? I'm left confused, and unsure on what to do.
- Overall liking the project thus far, just hope it has a good focus on QOL in the future, as to not become one of those games which I know most of us have played where we love the scenes and action in it, but avoid playing due to certain annoyances that stack on top of each other.
Best of luck to the developer. Can't wait to see the future of this project
Thanks for the suggestions. My idea is to make every single line the MC says to other characters as a choice to the player (in Fallout/Skyrim style). Lots of them will be just for the role-play, while others might actually affect states, stats and outcomes.
All karma related actions (checks and actions) have the proper icon over the choices. Being good/evil will each be helpful at different times. There's no worse choice, just role-play.
Intelligence/Charisma/Daring
checks also have icons. The choices that will
give you (Intelligence/Charisma/Daring) don't have icons though, but I try to make them more obvious. Like Intelligence being related to some real world quiz or puzzle and Charisma with actions related to Art and general empathy. Also, I plan to add a obtainable perk that will enable icons with insight about what a certain choice can give you.
Saving during interactions is much more difficult because to load the game properly I would need to restore more complex stuff like specific animation states and play scripts at specific points. The idea of auto-save it to have save checkpoints during the middle of longer interactions, but they are not ready yet.