Tlaero

Well-Known Member
Game Developer
Nov 24, 2018
1,036
5,094
You know, one of the frustrating things about being a developer is that you kind of have to live by the mantra, "The customer's always right." It doesn't mean that you have to do everything that every player wants, but it does mean that when you write a scathing commentary about some requested feature, you really should take a deep breath, think twice, and then delete it.

<sigh>

The comment I just wrote and deleted was funny too...

Tlaero
 

Porn_Jesus

Forum Fanatic
Jun 21, 2017
5,545
5,455
This and Summertime saga are on another level
Well yes, two different people with different styles and the setting (mostly normal life and fantasy) is also different. :KEK:

If you mean it's better in every way than SS...that's debatable and i'm sure the first thing that comes up will be the cash again. xD
 

Evil13

Engaged Member
Jun 4, 2019
3,408
13,771
you kind of have to live by the mantra, "The customer's always right."
My first job managing a place, my boss took me to one side and said "You know the idea that the "customer is always right"? Forget it. The customer is an idiot and doesn't know what they want." She then told me that my job isn't to put up with their shit, but to guide their stupid asses to what you know they want.

She was immediately proven right when an idiot came in, ranting and raving about the water being gone outside and we were trying to cheat them. (It was a store right on the water and it was low tide. I had to explain the concept of tides to a 60 year old man)

Point is, developers need to remember that people are idiots. As proven when forum members post stupid questions in a thread when it'd only take 30 seconds to search for the answer.
 

magicnuts

Member
Game Developer
Jan 24, 2019
336
7,086
would be nice if have incest content here
I cant resist the art work, it turns me on so much
Do you have incest content available for this game ?
We don't plan to add incest because we don't want the hassle of dealing with Patreon restrictions. There will be motherly characters (e.g., Gretta) and adoptive mothers (seven of them), but no incest per se.

First comment on this forum, but this game deserved it. Hilarious and gorgeous art. I have to be honest, it is probably the first game where I pay atention to the text.
Thank you so much. :giggle:

weird, can't find the one and Pixie Path, among the bushes help me pls thanks
If you mean where's Pixie Path, then go to the forest, and there should be a sign that takes you there. If you're having trouble with the hidden photo, check the OP.

This game is so great and fun
Is this the only game of this creator?
Thanks. And yes, What a Legend is the first and only game we've done.

When will version 0.4 be used?
A few days after all of the tasks shown in the OP are at 100%.
 

magicnuts

Member
Game Developer
Jan 24, 2019
336
7,086
You know, one of the frustrating things about being a developer is that you kind of have to live by the mantra, "The customer's always right." It doesn't mean that you have to do everything that every player wants, but it does mean that when you write a scathing commentary about some requested feature, you really should take a deep breath, think twice, and then delete it.

<sigh>

The comment I just wrote and deleted was funny too...

Tlaero
No, no scathing comments. My assumption is that if someone takes the trouble of requesting a feature, they must have liked the game enough to want to see it improved (according to their criteria). If these improvements match our vision of how the game should be and also are something that we might like making, then great. Otherwise, it's easy to say 'sorry, but no'.
 

magicnuts

Member
Game Developer
Jan 24, 2019
336
7,086
My first job managing a place, my boss took me to one side and said "You know the idea that the "customer is always right"? Forget it. The customer is an idiot and doesn't know what they want." She then told me that my job isn't to put up with their shit, but to guide their stupid asses to what you know they want.

She was immediately proven right when an idiot came in, ranting and raving about the water being gone outside and we were trying to cheat them. (It was a store right on the water and it was low tide. I had to explain the concept of tides to a 60 year old man)

Point is, developers need to remember that people are idiots. As proven when forum members post stupid questions in a thread when it'd only take 30 seconds to search for the answer.
Dealing with screaming customers must be really tough. I can't imagine what I would do.
Online though, I'm pretty patient when it comes to answering questions or responding to requests. It does get cumbersome after the tenth time the same topic has come up, but it's okay.
 

Evil13

Engaged Member
Jun 4, 2019
3,408
13,771
Can't fault ya for going in with both eyes open and for being patient. My comment was just more reminding developers that people will always be idiots, no matter where and they shouldn't take too much stock in the crap they spout.
 
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magicnuts

Member
Game Developer
Jan 24, 2019
336
7,086
What's the point of adding the "think" portions? Wouldn't the story be more fluid if the MC would think about what to do next at the end of a previous scene, so the transition would be smoother? The way it went this last update was:

- Go to x on the map - Think - Think - Think - Go to y on the map - Think - Think - Think

Seems like a waste of time.
The initial idea behind the 'think' mechanic was making it difficult for the MC to get to the final happy end, so that once it's reached as the result of his perseverance and hard work, regardless of failures along the way, they feel more earned. As we started working on it, though, it ended up being a useful tool in many other ways:

-To add humor (e.g., hiding in the bush)
-To add sexy scenes (e.g., the scene with Rose to get the glue)
-To cover the logical but boring solutions (there's one in the next release)
-To give structure to the gameplay. I tried removing the 'think' from 0.3, and it worked, but was definitely more confusing, and even I found myself wondering: 'so what do I have to do next?'
-To create a sense of expectation and familiarity in the player who knows that the first two options won't work but will (hopefully) be funny or sexy and that the third one will save the day.
-To allow the MC to bond with a character (e.g., going on a late-night adventure with Holly)

The first two options in the 'think' quest should:
-Be over quickly (e.g., climbing the wall and failing to get in)
or
- Be relevant for the third and final solution (e.g., the sheep costume)

Will this mechanic get boring and repetitious after a while? I guess so. Which is why we want to come up with other mechanics as well. But not for 0.4. In fact, there are two think quests in the next release.

We've had linear content (e.g., the dungeon events), and there will be more in the future (including in 0.4), but we want to make it more game-like (or at least try).

If you, or others, have any suggestions for mechanics that might make sense in the world we've created, then feel free to share it because that's something we mean to work on in the future.
 

moskyx

Forum Fanatic
Jun 17, 2019
4,018
13,043
My point was that the same results could be achieved without the extra step. Maybe the player could be allowed to figure out what to do next, as in you're given a clue and you should figure out where to go on your own. The same events would happen, the player would fail the same way and the humor would be the same, you just won't have to go to a specific place at a specific time to let the game tell you what to do.
You can "think" at any time of the day, even just after finishing the previous 'think' quest. I'm guessing you're suggesting that, after failing the first attempt, the MC could inmediately think for himself at that very same location what to do next. Sure, now this thinking it's restricted to one specific place in the map but I don't think that couple of extra clicks are so much hassle. Also, this way gives the game some continuity, a common scenary for all the stories that I find quite cozy. There's a main location for each story, a central hub where your MC goes to try and solve that story. If you want to follow that story, you go there and think. If you're not interested in it, you just don't think. And you know it's the same for every story. Now it could feel a waste, but in the future, when you'll have like 12 available side quest and you could be jumping from one to another, doing them in parallel, this feature would be very convenient in order to know exactly where are you and what were you trying to do.

Also, people seem to be loving the game despite this lack of 'gaming' content (or maybe because of this), as you don't have to scratch your head to guess what to do and where to go next. If a walkthrough is needed, that would mean this game would be an actual challenge, and I think that's not what devs are trying to achieve here. They already had to disclose where the hidden art pieces are because people can't find on their own the only minor detail that's not explicitly contained in the hints system and keep asking for them (they still do and it's fairly annoying). Delete the think thing and people will start right away asking for a walkthrough because they just wouldn't know what to do next because maybe they clicked a bit too fast after their last 'fail'.
 
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