tlaero wrote:Okay, I've played through pretty extensively. I like the difficulty changes. I still think the score will confuse people. Since score comes from happy not aroused and aroused is *2 and there are places you have to choose one over the other, you will have areas where your score goes up, but you made the wrong choice. And if you go back and make the right choice, your score will be lower. I think that's asking for player confusion.
I'm glad to hear that the changes to the difficulty system are better.
The current scoring system is not intended to capture every interaction, there may be scenarios where a determination between happy or aroused will mean that happy is the right choice, especially when multiple girls are around at the same time, or will meet up later. One of the challenges I'm trying to address in the game design is blurring the line of what is the "right" choice, and that it is not necessarily the highest scoring one at that particular time. The lower scoring path in one scene, may lead to an ultimately higher scoring one later. Instant gratification vs. patience. I'm sure I'll take some heat on that when the game goes public though.
For example, if the players goal is to reach an ending to day 7 with Faith, it may not be a good thing to arouse Emily too much. In that scenario, choosing the happy option with Emily may be the right answer because it won't cause problems with Faith later. In one of the current bar scene branches, everyone gets caught up in the moment, but Emily's reaction at the end foreshadows that it may not be sustainable. As the game progresses, Emily and/or Faith may not really be happy with a three-way relationship, or if it is possible, it may be very difficult to reach and be a high risk (end up alone at the end) high reward scenario. The score is currently intended to hint at this, but I'm uncertain yet if the mechanic will work out.
I don't know what the end result will be with how score itself is calculated through the game. I'll probably leave it as is until Act 1 pans out and see how it works. Right now it's a blend of reputation and happiness, while threat and arousal aren't factors, even though both are important to relationships with individual love interests. There is a possibility that its current incarnation may be a leftover from the previous difficulty system. It's easy enough to tie into everything if that's the case.
tlaero wrote:Only other bit of advice for now is that I think it would be a good idea to make the page where you see trenchcoat lady through the bar window have clicking on her be the only hit target. Rather than watch Faith, have the character be able to say something. That way the yellow border helps us find the window. Otherwise, I think the majority of people are going to miss that.
That interaction is intended to be easily missed on the first play through, and it is not a game breaker. It is a key decision point that has an important impact to Act 2, but does not make or break the game. It is also something that is hinted at in the recap, which should bring attention to it.
tlaero wrote:Edit: I forgot to mention the recap page. I think that's a great way to show people where they missed stuff. It seems to work well too in this incarnation.
Thanks. I'm glad it's working to it's intended purpose. I think many people who play this will get one of the "good" endings for each branch (Bar/Strip Club for example) and think they have seen everything, when really there are various "good" endings. The intent is to alert the player to where there are other branches of the game.
Thanks for playing the game so much and sharing your input, advice and thoughts!
Wolfschadowe