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beWilder
beWilder

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Feedback Weekend - New Gameplay

Since my last posts you're probably wondering what direction this game is taking and what I'm working on. As I said, I'm trying to give an interactive gameplay surrounding the game without losing the "comic story format".

The idea I came up with is the following one:

Why is this great:


Since an image is worth a 1000 words I'll post the WiP there is right now:

Image Link


So, what do you think, you like the new format ?

Feedback Weekend - New Gameplay

Comments

No silliness found here ! Your concerns are well founded but I'm not changing how the story unfolds, don't worry, I'm just changing how its scenes are interconnected. If there were 4 main story scenes for the 0.1 there will still be 4 main scenes after these changes but you'll have to actively select them, nothing more. It's a big change in gameplay but it's a change for the good for everyone (I think). It will not only give much more interaction but it will also make my life easier when it comes to branching since it is more plausible to launch a scene according to a bunch of variables; than trying to launch the 12-4_SceneB_Corr01 path, if you know what I mean :P So... to sum up; don't worry it's not a change of game, just an add-on ;) Unshi

beWilder

Hey guys, I know this is a few weeks old at this point but every opinion helps I guess. I choice the option "I liked the old format better" as one of the things I really liked about the project was that it was a focused story where each decision would have a pretty serious weight to it. "You only get some much free time, use it wisely" kind of thing, but where it is build right into the flow of the story. I am a fan of the "100 Days" style of game, which I think this new system resembles very closely, but I was excited to see the old format given a good shot. I'm optimistic for the new format and I'll give a good try but I do hope it doesn't become to loose, you know? Still, looking forward to the next version. The key concern for me is that it should keep the focus of the old system without just have a time cap. No "Day 51 - The Villains' plan is now complete as you didn't complete the main mission in time. You Lose, Maybe spend less time training next time?", and it really shouldn't become an endless Running, Swimming and Shower game with some spy stuff every now and then. You know, I kind of feel a bit silly typing out all this as I know you guys are already painfully aware of this. With the quality I've seen so far I know your on top of it but I still think it should be said just in case. As I said, every opinion helps. All the best, guys! - Wannabe Agent Spook2099

I totally agree with you on that. I hated many Rags games before just because the "I don't even know where I am right now". That's why I plan on making the "City" location the center of everything and a maximum of 2 depth levels, like: City -> Home -> Pool. I'm also planning on adding a "contact me anywhere" system (like a mobile phone) that advices you of the places you should be at any given time.

beWilder

Don't get stuck in the mold of giving too much freedom, so it becomes impossible to go anywhere. Your initial thought of splits that return to a central point is good – you just need to make those choices have cosmetic/other effects on later choices. The Collar by JoeForest (<a href="https://www.tfgamessite.com/index.php?module=viewgame&amp;id=483)" rel="nofollow noopener" target="_blank">https://www.tfgamessite.com/index.php?module=viewgame&amp;id=483)</a> is a great example of this.

bathoz


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