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Hi guys! While I wait for renders to complete I have a good amount of time to work on some GUI changes and polishing.

One particular negative feedback I have gotten is that it is difficult to know which choices are "correct" or "incorrect" as the player is not given direct points or feedback as they make a choice.

I love the feeling of being surprised by past choices and don't want the result of your choices to be instantaneous. But as a compromise I am thinking of implementing the system shown in this very picture.

This would mean that when you make a substantial choice, you'll get an indication in the upper right corner on how those around you react to it. While this doesn't immediately tell you if you made a "correct" answer it will give you a little more information to go on in case you want to rollback and redo your choice.

The game will never have a game over screen so in my book there are no correct or incorrect choices, only choices that takes you down a different path.

I need your input on this idea. Is this something you'd like to see in the game? Is it something you absolutely would hate? Do you want to be able to toggle this functionality? Sound off in the comments. Thank you!

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Comments

Socrates

I think your compromise is a reasonable approach. Particularly if you provide the ability to toggle it off or on - how could anyone complain (ha ha)!

Anonymous

Same here. I like the idea to be able to toggle it on or off.

SomeOldFart

Cheating. Choose the wrong path, she cheats. Choose the right path, she doesn't. Gives the game replay value by going back and choosing a different option, and more kick ass scenes/animations and music. Not to mention, an emotional value to the game good and bad. 😉

DrPinkCake

Don't worry about the story, I've got that covered. ;) The main question here is if subtle feedback is something that's desired by the players or if they like to go in blind on their playthrough.

john calvin

discovering things on your own makes it more rewarding, but there is a balance because you want it not to be frustrating

john calvin

toggling in on/off seems like a all around pleasing option

DrPinkCake

Yes I agree, but everyone is different. I'll make sure to not make the messages overwhelming. Thank you for your input!

DrPinkCake

Thank you all for your feedback! I have decided to implement this feature and make it optional.

JessicaAshley

Hey man just want 2 say u r writtin an awsum game story line is really good better than most...that blk guy is fkn great good sence of humor funny as fk!im a chick in australia and your english throughout is good.sum people dont quiet have the skills and its yousually broken english with really fks the script and game play...u are running along the story line like the game MELODY but i like it alot...u have a good imagineation and know how 2 keep the game flowing keep it up bro!

Brak

As someone who just discovered your game and was very impressed with the renders, compelling storyline, good dialogue, very well written and diverse characters, cheating aspect, and attractive models (Didn't have any issue with the uncanny valley), the first thing I liked is the "hint" system. Being surprised is well and good, but I like knowing what is most likely going to lead to a juicy scene. And then being able to explore other angles more constructively on a replay. Keep up the good work, you've made a good product, make sure you get the word out on it to bring in patrons; I will soon be supporting.