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If we were to add some tutorial features to the game, what would you consider two "must haves?"

Greetings Apprentices! Your good friend and humble creator, Din here to ask a quick favor.  Now that Faulty Apprentice has expanded, the learning curve in-game has expanded as well. Here on Patreon, I can tell you information via these posts (like right now, so meta! =P) but for players just coming in, Faulty Apprentice can be a bit overwhelming. 

While we would like to make a cool pdf game manual to accompany the final product, we need to make sure everything is explained in-game as well. So, can you give an example of two moments during gameplay you felt needed better instruction on what you should do next? Or if we were to add some tutorial features to the game, what would you consider two "must haves" we should include?

Comment below with your response and hit that Like button if you an involved community makes for better games!

Thank you for supporting Faulty Apprentice on Patreon!
Din + Team AGL


NEWS:
A Dark Greffen was spotted flying above chapter one. Perhaps it will land soon...

Comments

Jairo Palomares

I feel like the game play is fairly simple to follow. The instructors explain it very well enough. But like you said for new comers a tutorial isn't a bad idea. I wouldn't say it's a "must have" but it a good idea just to show the rookies the basics.

Anonymous

I don't think it needs one to be honest. The singular thing that could use further explanation is the times per day, and the clock in the top left. just so everyones gets the most out of the interface. otherwise it feels all good :)

Dirheim

I agree with some people, a tutorial is not needed but a better explanation on how time works, like which actions will spend a “time slot” and which not. Maybe using different color codes for the actions would help (red for actions which move the clock forward, green otherwise)

Jay-Jak

the 4 actions per day is important to explain. For example, in my playthroughs i would talk with everyone first (since that takes no actions), but a new player may miss out in dialogue if they jumped into actions/jobs

Anonymous

I think explaining the mechanics of the sword game (that players can click and drag) should be explained. If introduced in a way that's informative but quick, or tied into the story/dialogue somehow.

Anonymous

I think explaining the mechanics of the sword game (that players can click and drag) should be explained. If introduced in a way that's informative but quick, or tied into the story/dialogue somehow.

dinmoney

Thanks for the feedback, Devin. I agree and want to tie them to the story as much as possible (=

dinmoney

Since we are already using colours for stat gems, we might need to come up with another strategy. I like the idea of a visual indication on which tasks require time though! Thanks for the feedback, Dirheim, cheers!

dinmoney

Thanks for the feedback and again for those playthoughs, they helped us a great deal. Cheers, Jay-Jak!

dinmoney

I agree the Urgent Job explanation could be better, thanks for the feedback, Bigby. Cheers!