NokiMo
Neon_Night_Time
Neon_Night_Time

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Let's vote, guys.

In this update (0.04) I did not touch the combat system. Because at the moment it doesn't matter. But in the future it will be more of a "hot content" because the combat system will depend on "interesting skills" and the graphics will match. Also, the opening of some new locations (for example on the map) will also be possible only after some victories. Enemies are not necessarily monsters. For example, there will be an enemy “exhibitionist” (m/f, etc.). And for example, if Jenny or Martha meet him, the battle depends on the level of the curiosity scale. If the level is insufficient, Martha and Jenny will react and run away. Otherwise, they will enter into battle with all sorts of interesting consequences. I told this using the example of one of the enemies. There will be no sudden clashes with enemies in the game. This in most games just annoys players and steals time, because many developers want to make the game as long as possible for no reason. This is the same as adding too long transitions between dialogues, long standby modes, etc. The result is a game with minimal content but a huge completion time. We don't work like that. Therefore, our enemies are always logically explained or connected to the quest/storyline.

Guys, I’m making a game that’s quite large in volume/content/time. Don't expect this to end soon. But I think it’s cool when the game is really long and at the same time not boring and full of content. And for this you don’t need to create fake moments and something else just to steal players’ time using fake reasons. There can only be one reason - a good storyline and a lot of interesting content.

The purpose of the survey is that I want to understand my audience more.

So this vote is very simple:

Comments

Exactly, buddy! Therefore, an interesting battle depends on the level of interest in the storyline).

Neon Web

Yes, protracted and obsessive battles are 100% not for this genre. This mainly occurs in games because it is for example in games like Final Fantasy and therefore a new developer does the same thing in his game (+ the game becomes longer for nothing). But these genres are different and the idea of these games is different. I totally understand that, mate. This won't happen in my game. As for the puzzles... that's a different story. Mostly people want more puzzles and (I quote) "Stupid and sudden 'Game Over'". I agree with this and to be honest, for many players such puzzles are very simple. I always focus on logic, and now the game has a Quest Journal, where you can always read what needs to be done. But you still need to read the dialogues).

Neon Web

100% behind the decision to have battles be related to story/hand crafted only instead of grinding like you said. I think thats a really good choice :D.

Blorpagneis

Definitely here for big amounts of content to explore; that said, I do not care for tedious gameplay elements like drawn out battles, puzzles that are convoluted, etc.

rgdagk12


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