- Aug 18, 2019
- 181
- 320
Useful commentary, some I think in retrospect you have a point.In short, I'm disappointed. What's the point of playing a game you can't lose? What's the interest? Now Emy is just scared, but you can sit in the dumpster for a minute and everything will be ok again. Masturbating in front of five passers-by is easy. Consequences? No consequences. Events that are launched automatically - I liked the situations and renderings, I didn’t like the fact that they were launched out of place. One event, when a woman bumped into me, started when I was crossing a busy road. Cars honked at me, but I couldn’t do anything, I watched the event. The second occurred when I was sitting in a garbage container, and immediately after it the third event began. It is better to tie these events to map coordinates so that they are triggered in a certain place and when certain conditions are reached. I really don't like that the office is now on the side of the road. Office It’s already drawn, you can just copy the map for the day. I didn’t like the new stories in the office, they were kind of crumpled and boring. There is no freedom of choice, a completely linear plot. The game began to noticeably slow down. I suspect because of the navigation hearts. A game where you can't lose ceases to be a game
Allow me to address these a bit…
« you cannot lose »
This confused me at first because one of things I did during the day chapter was reintroduce the ability to lose.
During the night it is literally impossible to lose (as a result of feedback that people didn’t like losing). I didn’t like that so I introduced « chase mode » where people chase you and if they catch you you trigger a lose condition. (Based on something you said about someone bumping into you I’d better check that’s working).
The thing was having introduced chasing it some complained it’s too hard. Balancing the two is difficult. With every release I try to refine that balance but it strikes me that there are two groups of players, some that need the challenge and sense of earning the scenes and others that just want the story without too much gameplay. I’m wondering about difficulty levels now.
« events triggering in »
Playing this through, I was already thinking in this. I agree with you.
I think I will switch to certain achievements unlock hearts at the right sort of places. That will stop the playing of events in the middle of the road and suchlike.
« linearity «
Another thing that’s tricky to get right… I hate the idea of walling off players from some content, but, I really wanted some choices to be meaningful. At the same time, playing with choices… like sometimes the alternative is just… nothing happens. I always want -something- fun to be the result of a choice. Like you’re playing the game for the scenes. Why would a person ever pick nothing over something?
That said, I actually have reached a point in the story where there are some choices to make, so maybe you’ll see less of that going forward.
One last thing you should bear in mind is the reality of choices, especially branching choices is it reduces the amount of content you get to release. For each choice you have to double the amount of writing, renders, etc