- Feb 1, 2018
- 218
- 299
1st leg of the journey begins!
Half a globe away from my pc, so these weekly checkins will be buttless ("oh, the humanity!", "woe, woe", "won't somebody think of the perverts" etc.) but simce lovely people continue to play my game and provide feedback I'll try to drop a post anyway.
I've had feedback here and on the main post both about players feeling progress is being lost AND clearly a bit confused about what's happening.
This is a fault of my design on two levels that I'll work to rectify in the next round of updates.
1: the tutorial content was mostly written before these design changes were implemented, so it's being inadequately explained to new users.
2: progesss bars are the wrong medium to express this new form of capped development, and need to be revised.
I've never had to think ludonarratively about end user interaction mechanics before, and my inexperience in the games field is showing.
Just goes to show how different games design and software engineering in other fields are, even at the fundamental level of control and progress mechanics.
Still a valuable lesson learned for future updates.
Half a globe away from my pc, so these weekly checkins will be buttless ("oh, the humanity!", "woe, woe", "won't somebody think of the perverts" etc.) but simce lovely people continue to play my game and provide feedback I'll try to drop a post anyway.
I've had feedback here and on the main post both about players feeling progress is being lost AND clearly a bit confused about what's happening.
This is a fault of my design on two levels that I'll work to rectify in the next round of updates.
1: the tutorial content was mostly written before these design changes were implemented, so it's being inadequately explained to new users.
2: progesss bars are the wrong medium to express this new form of capped development, and need to be revised.
I've never had to think ludonarratively about end user interaction mechanics before, and my inexperience in the games field is showing.
Just goes to show how different games design and software engineering in other fields are, even at the fundamental level of control and progress mechanics.
Still a valuable lesson learned for future updates.