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Hello! Starting today, I will be uploading one video per day, for the next 7 days in a row. I hope you're going to enjoy them!

The purpose of today's video is to demonstrate how committed I am to listening to player feedback and using that feedback to improve the game. In this video, I openly admit that there were game design flaws in original release of the demo, and I describe what I've done to try and fix those flaws.

My next video will discuss some of the other changes I've made to the demo to fix some of its problems, and what other issues I plan to fix in the future.  So, if your personal gripes with the game weren't addressed in this video, please stay tuned for the next one!

Thank you for supporting the development of Yandere Simulator!

Files

How Your Feedback Improved The Yandere Simulator Demo

To learn more about the game, visit https://yanderesimulator.com For development updates, visit https://yanderedev.wordpress.com For cool merch, visit crowdmade.com/yandere Thumbnail artwork by Mulberry! https://www.deviantart.com/mulberrydreamer If you're concerned about rumors, please check out the following links: https://www.youtube.com/watch?v=dxa6FM9E1jI https://yanderesimulator.com/debunk/ https://yanderesimulator.com/Speed/ https://yanderesimulator.com/Code/ https://yanderesimulator.com/2020/

Comments

SARA

When’s the new video coming?

Vidar Berg

Just came back to following this as someone who has been away for a few years and I wanted to give a little feedback on one of the new mechanics mentioned here. Specifically the scripted events schedule. As it is now, even as someone who has never actually played the game before just recently, it gives a bit too much information. This takes away some of the sense of discovery in the game, and feels very much like hand-holding. That being said, I think it is definitely a good feature, just not in its current state. There are a few ways I can think of that would adress those problems. 1: Remove the details about the scripted event until you actually see it for the first time. In most cases the player does not actually need to know what the event is about before seeing it, just the when and where. Thanks to the ability to track students using yandere vision, all the player needs to know is when it happens and who is involved, which you've already laid the groundwork for with the way the schedule looks. 2: Reduce the details in the event descriptions. While solution #1 might demand some extra lines of code to detect whether the player has seen the event or not, this one would only require rewriting the details. As an example, instead of the whole blurb about the lunchboxes and what you can do with them in the relevant event in day 1, just have "Osana leaves her and Senpai's lunchboxes on her desk". A good example is the ring event at the end of day 1, it gives just enough information without telling the player what to do with this information. As for your concern about not providing enough direction for the players, I think that may also be adressed by your proposed tutorial scenario. Info-chan is a very good source of direction, but how she can be of use in this regard may be a little unclear to new players. Again something that can be adressed in a tutorial scenario. Examining Hitman is a good idea here again. Week one with Osana can be considered the Paris mission, but if you were thrown straight into that mission without the two tutorial missions you might be quite lost to begin with. I'm not saying you need to have two tutorial missions, but your proposed drama club enactment followed by exploring the school is a really good idea that you should definitely explore in the future. Perhaps even have info-chan guide you through exploring the school. I realize that my comment has been running on for a while, so I better stop before I go too far off on a tangent. Regardless, I wish you the best, and I'm definitely looking forward to making a sizeable pledge when you finally decide to launch the crowdfunding campaign.

YandereDev

I appreciate your input! I've heard other players express the same feelings as you, and to a degree, I share the same sentiment. But, I've also heard many players say "I don't know what to do! I don't know where to go! Did I miss something important? Should I reset the day?" I've seen many players express that they feel it's impossible to play the game without an online guide, and I want to reduce that feeling as much as possible. Sadly, the solution does make the game way too hand-holdy for the players who would prefer to discover things on their own. It's hard to find a perfect compromise, but your suggestions were pretty good, and could definitely nudge the feature towards that perfectly balanced state it needs to reach. Thanks for your feedback, though, I do appreciate it a lot!