- Mar 23, 2019
- 1,220
- 4,850
Sure. Like I said, I really like your game a lot, I just wanted to give one player's perspective. 95% of the choices in the game are clear or at least can be deduced by the character's responses, and like you, I always try out the different options to see what results I get with the different ones. That is part of the fun, and in your game gives it lots of replayability.Well, thank you for your feedback.
Honestly, I never really considered that the use of a walkthrough would be necessary. I thought that most of the players would play like I do. Save, play, load, try something else. Seems like I was wrong on that.
The choices are logical, to me at least, because I know what every choice is supposed to mean and what happens when Jack isn't there. Most of the options that lead to a "successful" throuple path are "attitude" check. Jack isn't supposed to get in that throuple if he doesn't truly care for Cassie. Some other option gives Jack some arguments that will help in convincing Cassie. And so on.
We can agree that the name of those options may be undescriptive. That's kind of intended.
By the way, you don't have to pick both "This morning was very difficult to handle" and "I don't accept it.". Just one of these two options is necessary.
Eve only path doesn't require you to lie during the drinking game.
Engage with Eve, don't engage with Cassie. That's as simple as that.
Now, let's be clear about it: I won't change my choices design. I like it as it is.
However, I'm still considering integrating to the game some kind of "easy mode" that could point key choices.
I'm still unsure of what I'll do if I do anything, but I'm still thinking about it.
It is just in the case where there is an ambiguous (to me, maybe not to others) option where I think I made the right choice, and then when you only find out days later that there is a bad ending, it is difficult as a player to know where to begin in picking different options days before. Your game has so many choices, that it was not at all clear where I went wrong, or even what to try differently. Thus the need, at least for me, to use the walkthrough, which I prefer never to use.
I second sorco2003 opinion, I don't think an "easy mode" is needed. Obviously, it is up to you, but I don't think it detracts from the game to have lots of choices, some of them not completely clear. The only thing I might suggest, is make the resulting dialog from the character a little more clear in the examples I mentioned, that your choice isn't the right one for a particular path.
But, it is just a suggestion. Ultimately it is your game, and I don't think you, or any dev, should change your game to please a particular fan, if you prefer it your way. None of what I said should be read as a criticism, only as a suggestion from one person's perspective to make the game a better experience for the player. But ultimately, it is just a few choices out of many hundreds, and overall a minor point. I had no problem with the bad ending, as shocking and disturbing as it was. It just motivated me to do something else next time. It was just figuring out what that is that made it so difficult.
I think you should assume, which I am sure you did, that most players (80%?) will try for all the girls, so the bad ending is probably the main first experience for most players, since you have to pick quite a lot of particular choices, just right, to avoid it. I suspect this is intentional, which is an uncommon approach for a game developer (similar to DPC in Acting Lessons), but it is the uncommon games that stick in my mind the most, and have the most potential to be truly great, so I respect that a lot.
Your game has made it into my top 20, and I have played many hundreds of games here. Summer Scent definitely has a more interesting and complex story, both externally, and the character to character interactions, than 95% of the games here, which I love, and I have a feeling it will only get better and better with each update.
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