this game falls into the trap of making it so you FAIL every skill check in the game at the start by making the requirements way too high. i invested into strength and mind yet i failed almost every skill check. i invested 6 in mind and split the rest between steel and the... other one? why not have the skill checks gradually increase as you progress further? or provide alternate checks that use a skill you HAVE invested in?
and there's no dialogue skip... like come on man!
Oh damn... You're right, that it does totally look as if you failed right from the gate. Damn. Need to change the presentation of those early checks. At least if you're talking about the very first intro skill checks, they're there just to round out the background. Whether the main character was into violence, or not, or if they're pretty, or were in a leadership position, etc... I just used skill check as a shortcut for that, but didn't really consider that it will show as "skill failed" right from the start.
The rest of the checks failing all the time... The issue I have, is that skills affect dialogue and what the character sees or how they react. If I did not tell you that "composure failed" most players would probably not think that skills even mattered during dialogue. I am not sure if this is the best approach, but I wanted to make it clear that different skills give you different responses during dialogue.
So that's why you get 'failed x' messages, to tell you that 'this line of dialogue would have been different if you had a higher skill'. It's not a 'failure' strictly speaking, since nothing was (probably) irrevocably lost, but not sure how else to label it? Like I said, the issue is if I don't tell the average player this, they most likely won't think the stats affect dialogue at all outside of choices, when they're actually fundamentally part of the narrative.
If anyone got better ideas on how to make it clear that the stats influence even the "prose", I'm all ears. Would it work better if it just read "Mind" in green for 'success', or in red for 'failure'? Then it would not say "failed", which strictly speaking is not necessarily what is happening, just that the skill/attribute in question mattered for that particular line of dialogue.
Also, on the score: You can get 6 in every skill when starting the game. So having 6 in anything is basically the average. I won't penalize it, but I definitely won't reward it either.
That's why I reward those with 7 or more in one attribute/skill with dialogue lines that show only if they have a high enough stat. They made a sacrifice in some other attribute to get it that high. For example, if Encyclopedia is below 7, the main character does not know about Lovecraft. But if it is at least 7, he will goggle at Donaciana telling him with a straight face about King in Yellow (okay, that's Chambers, not Lovecraft, but you get the idea).
As for the skip dialogue... well, it was not a big priority, since things were working so far and there is not THAT much content yet. But I just added it to the next version I am working on (0.0.8) because of your feedback.