I kinda agree with most of the new post here. The game isn t clear about what it wants to be. I appreciate that you trying something more than the usual VN stuff but having mix of management game and story related element in a "time Gap" isn t the way to go i think especially when you don t mention that anywhere in the game and the game is far from finished. If you want to go that way make it more clearer in the beginning of the game. I played this game twice(honestly i was close to saying im done with it the first time) without any walkthrough and to me its clear that the game is punishing to new players. Why? you will probably say or already said that before . You assuming too much that ppl will know straight away what they need to do and what they needs to be focusing on. The reality is that there is a lot of guides how to play the game but right now they are kinda useless. What i wanted to see (maybe that would break the immersion) but what i would want to know right away when I played this game first time is:
1. The game is time limited. (which is in my opinion not necessary or just too short especially when the players tries to know how the game works and learning through experience rather than guide)
2. Skills are useless (you need like 1 of each ? or something like that cause the rest you will just get by following scenes)
3. Scenes are money related which means that you need to have certain part of debt cleared by the end of it to see all the conent.
I know that now but boy it would be great if i know that right away when i first started it...
Its easy to get content if you know that ...
The game have great renders, good scenes , interesting story and overall i like it and see huge potential in it but im not gonna lie i was kinda angry when the game abruptly ended the first time.
Alrighty, some good feedback to get the teeth sunk into. Fabulous!
So straight to it. Yous say the game is punishing on new players and I ask why? You've been so kind as to lay up some helpful follow up already, but I still want to ask you this question specifically. I'm interested in if it's mostly or totally an issue of not knowing what to do for a good while of playing so you feel directionless, or if it's also a mix of the requirements being too stringent in that you figure out what to do but it's too hard to do it by the time you figure it out (maybe the game end wouldn't be such a big deal if more people got all the content first time I mean). Get what I mean? Both are fixed in different ways, so that's why I'm particularly interested in the distinction. I'll let you mentally chew on latter part of that while I do the same on the first bit since you did a good job of laying that out already.
To the specific points you point out so:
1 - Fair point, very fair actually. The game doesn't tell you there is a stopping point directly, it's just a part of the Progress Tracker. It is likely wrong of us to have assumed that's as clear as we thought it would be so your suggestion of some sort of intro to that concept on New Game start would perhaps cushion that blow some. I do think the game start experience is a little abrupt (New Game -> Oh a menu? Ok -> Ah, first scene), but I didn't really think to ever put a kind of notice there before. Could help deal with both issues, so cheers for that. Gonna give it a think.
2 - I'm not sure what you mean on this one actually? You mean that training skills on days off is pointless because you get points from scenes too? Is that what you mean? You do get some points from scenes, but there are points where you do need to train too in order to get the requirements for other scenes, and the skills effect the game play itself too, so they are good to have. If that's what you're getting at, maybe tackling that as a point in itself would be helpful to me. That balance is something I'll keep in mind anyway.
3 - This might be resolved at the same time and in the same way as point 1, but I do think it is pointed out already in the game as the gameplay starts, on the tutorial board. Obviously, I seem to be wrong if you didn't pick up on that relationship between debt and scenes, so something should be done about it. I'd like to think the tutorial boards are helpful and informative, are they not? I kind of feels like maybe they are not...
Anyway, cheers! I've already got a good idea out of this feedback and so for that I do thank you.
The game mechanic is great, no need for change there, the punishing part is almost that you get to familiar with it, for example... In the early stages you spend the most part jumping from one scene to another, which means you're doing good, making money, triggering scenes etc, but what you don't do is check on Sal every day because there is no incentive to do so, something as simple as adding Sal's quote of the day, or his specials board would give the player something to check up on, maybe give them a laugh, but it also highlights good practice. My hits came from the fact that I saw no need to check on Sal, why would I? I've never had to do it before!! It literally goes from nothing to full on, in your face mode.
I have absolutely no problems with the end game and I don't understand why it gets someones back up, this is no different from an early access game on steam (Which you may wanna think about). And if you think you have to play according to how the author wants, i.e scripted, then you've never played an EA Game.
I don't want to keep playing dumb bimbo, horny teenager trying to fuck his Mom and sister, corruption games that you have no say in. Most games on here state that you're choices matter, in 9 out of 10 they most certainly do not, you will still end up in the same place. I want to play a game that feels like a game, something to get involved in and makes you feel invested in the game and it's characters, so far you are doing just that and like any other good game (of any genre) I find myself calling me a numpty on more that one occasion.
I getcha', I getcha... It all seems so obvious in hindsight, but not so much before hand... Isn't that always the way? As I mentioned above, I was relying on the tutorial board popping up to explain traps at the point they start activating, (after the street party aftermath scene), but I can see now that it's not such a clear cut connection as to what it means in the game. I can work with this, certainly.
I do think Sal's side of the board is a little bare, and I certainly like your suggestion about him having jokey specials to see each day (very much so), though I'm loathed to give the artist any more UI work than he need since he busts his ass all the time to make our renders. I'll think of a way to make it more interesting or at least make that link clearer for future play. It's a small but good step towards a better game for sure. Cheers indeed.
As for the game end issue you touch upon, I'm with you wondering why it's such a problem for folks, but I don't want to discount it either. It's an opinion that could well be valid, I just don't see what the upside is. That's why I pushed on it a few posts above, I'd like to know why it elicits such a strong response and maybe there are right that it can be done better, but until I can get my head around a way to do it without making the game simple a "keep grinding days until you get everything" and thereby just making the gameplay a time waster (which we all hate), I'm not going to go about changing it.
As it was said earlier too, we do have an element of trying to control how the players play with respect to when they stop, but it's only to stop them doing things that are only a detriment to playing for their experience, and for ours too. It's something to ponder at least, what we'll do about it if anything will be more informed based on general feedback factors though.
Interesting thought on the Steam Early Access too. I'm not so familiar with Steam as most, but I know games on there that are in Early Access tend to be very polished and well made games already (thinking of say Gordian Quest which is very recent as an example). Am I wrong? I was once part of an indie project that was to be on Steam one day too, but it was always pointed out that Steam can be a very hard place to overcome a tricky start too. If you get a bad rep to begin, you almost cant recover I'm told. My info out of date there? Just curious, as it might be a longer term prospect than a short-to-midterm one.
At the risk of making this run on even longer than my normal posts... I'm with you on the bimbo/teen point too. I like to at least try to do something different, and hopefully better, when all is said, done and labelled v1.0. Our game Agents of Heels:MoAR, was specifically written around the fact that choices matter quite a bit, and I like to think that the game is all the better for it, and better than most in that aspect at least. It seems a lot of fans think so too, so that's something to be happy about, and something to strive to keep going forward (although Noemi is build on a different structure of parallel character arcs rather than mostly a main story with side events, but if all goes well there will be more games than just these 2 some day.)
So... um... yeah... Cheers for the help to you both! Helpful indeed it was! Yay!