One of the hardest parts about developing an episodic game, especially one with a heavy story focus like this, is that revealing every little detail at once makes it predictable and quickly loses its appeal.
I wouldn’t call it handholding, but telling the player exactly what they need to do for a specific outcome takes away from character and story development.
Games like Man of Medan, Detroit: Become Human, and Until Dawn, which are big inspirations for me, don’t do that, but they are complete and much well rounded games from the start, which makes things easier for the player. Has anyone played them just once and got all the outcomes right off the bat?
I’m not saying that the complaints aren’t valid -- I do understand. But at the same time, if you want a badass MC who makes all the right decisions, where everything goes according to plan, and all characters are so perfect they have VIP entrance to heaven, then this is not the game for you.
Have I made some bad decisions? Absolutely. Looking back, I definitely understand some of the frustrations. That’s why I am reworking some of the previous content and adding extra content to the earlier chapters to address those problems.
So I do understand the points and frustrations, and I take all feedback to heart, even the ill-intended and insulting ones.
Truth is, a game for everyone is a game for no one.