From Patreon's Novel Page : Answers to players question
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The public version is finally out and we can sum up the results. This post will have information for both patrons and followers. We decided to make one big post instead of making two small posts.
Having analyzed and reviewed the adequate part of comments, I singled out questions that need answering:
1) Main story, characters.
Developers’ answer:
a) There is a story. The main story and side quests (including characters’ branches and events with them). There wasn’t much of a story in the 0.1 release since we had a lot of other stuff to do and we did it. You need time to create content. The more content, the more time it takes to produce it.
b) Well-designed and interesting characters will be steadily introduced to the game with slow development of their personality. At the moment we’ve shown only one story character and his personality is yet to be revealed.
CoTV is a story-oriented RPG in a fantasy open world. This means that main story is still our top-priority.
2) The game is small…
Developers’ answer:
0.1 CoTV version – 16k words, 350 renders and 2 animations (started working 11.03 and finished 20.04)
0.3 ToML:
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0.4 ToML:
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I think it’s clear enough for anyone who can read. And I haven’t mentioned the difference in complexity of creating an RPG and a VN. It took us three days to make the interface for the game and it was harder than you think.
In addition to that, our speed of releasing new updates is affected by the fact that our coder has his own game to work on:
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. This cooperation has its pros and cons.
- On the plus side, he’s a skilled coder who knows a lot about game design and coding.
- On the downside, we miss deadlines from time to time.
Right now, we’ve reached our maximum productivity and we can’t work faster without compromising the quality.
3) Problems with English translation.
Developers’ answer:
The whole translation thing was like a bad show… Looks like there are people who don’t know that English isn’t the only language people talk in.
We acknowledged the problem and accepted help from a few native speakers. In that regard, we’d like to ask our patrons what they really think about current English version of the game.
It’s a shame that English players won’t be able to see the writing skills of our new writer. We can only hope that native speakers will help us fix the problem. Our total income won’t be enough to cover the costs of hiring a professional translator.
4) Grind.
Developers’ answer:
Characters in the game are divided into main-story characters and side ones. There will be little to no grind with the main characters (there basically won’t be any grind with them). The way you interact with them and progress the main storyline will be similar to ToML (by means of making key decisions)
As for side characters, there will be some grind with them but I’m not planning on overdoing it. I don’t love grind in games and for people like me, we have easy difficulty in our game which will make your experience more enjoyable.
5) Time limit.
Developers’ answer:
People never cease to amaze me… mostly in a bad way. I never thought I’d have to explain why have this limit. I remind you, CoTV is a story-oriented RPG. Since we have story (and content) only for the first 7 days, we turned off the option to play further to save you from running around locations looking for non-existent content. You shouldn’t have any trouble seeing all content in the first seven days. Moreover, the engine of the game is still being tweaked and saves you make after the prologue won’t be compatible.
6) Combat system.
Developers’ answer:
I've only seen a few comments saying that they couldn't get past the first fight with the peasants. It's good that there's been only a few of such comments. Still, I wonder if anyone else had problems with that fight? If you did, you can always switch to easy difficulty. This is a prologue and this fight can help you decide whether you want to stick with your with chosen difficulty or change it. On easy difficulty you don't even need to think about choosing the right type of attack, you just left click enemies to the death while they basically deal zero damage in return. This level of difficulty was made for people like me, the casual players. However, I have no troubles with that fight even on medium difficulty, even though enemies can hit me pretty badly sometimes. Keep in mind that fights will get more difficult over time, so you best play on easy difficulty.
Overall, I knew perfectly well that with a change of setting and game genre there would be losses. We knew what we were getting into but the creative process of creating the game is more important to us than income.
Thank you for your support. Goodbye everyone and enjoy the game.