- Mar 10, 2017
- 1,590
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when it comes to visual novels choice creates the failstate, not active interactivity. Make the player think about their actions rather than try to use player skill (spamming left click really isnt a skill) So the key here is really better writing and choices that lead the player off track or into half achieved moments and allow them to miss out on the full game.OK, the feedback here and on my blog seems to indicate the clicking mini-games were not very popular, to say the least... But the aim was to make it so you could LOSE too, otherwise the game is kind of pointless...
Nevertheless, I will make a version without them (and therefore a version where you can't lose, except if someone has an idea to circumvent the issue) and post it on my blog for those interested...