VD, all the years you've spent working on this game were worth it for the (lulzy) comments/reviews alone.
... and the jewgold, should you amass enough of it.
No idea yet. Ideally, 10-15k copies overall.How many do you estimate you'll have to sell to 'establish' yourself as a studio? IE, everyone can switch to it as full time jobs?
Fucking accounting, how does it work?VD, all the years you've spent working on this game were worth it for the (lulzy) comments/reviews alone.
... and the jewgold, should you amass enough of it.
If he makes any, the CRA will take everything.
There are people who like the challenge, the puzzle-like combat design (each fight is a different challenge that seems impossible on the first try), the figuring out, the mastering, etc. The game is for them. There are people who don't. The game isn't for them. Simple as that.
There are people who like the challenge, the puzzle-like combat design (each fight is a different challenge that seems impossible on the first try), the figuring out, the mastering, etc. The game is for them. There are people who don't. The game isn't for them. Simple as that.
he doesn't want the game to be anything else than what it's about.There are people who like the challenge, the puzzle-like combat design (each fight is a different challenge that seems impossible on the first try), the figuring out, the mastering, etc. The game is for them. There are people who don't. The game isn't for them. Simple as that.
But what do you lose by adding an option for people who aren't learning animals and quit in frustration despite wanting to continue playing your game? It'd be clear from the name "easy mode" that it's not the way the game's supposed to be played, so you wouldn't be muddying the message about what your game's about, right?
What is there to master in this game? The combat system, and that's about it. Beyond that it's not about learning how the game system works, but memorizing how the specific encounters in the game work. People who like figuring things out and mastering systems tend to play games with dynamic content, not storyfag RPGs.There are people who like the challenge, the puzzle-like combat design (each fight is a different challenge that seems impossible on the first try), the figuring out, the mastering, etc. The game is for them. There are people who don't. The game isn't for them. Simple as that.
If you get royalties and some recognition for it, probably pretty good?he doesn't want the game to be anything else than what it's about.There are people who like the challenge, the puzzle-like combat design (each fight is a different challenge that seems impossible on the first try), the figuring out, the mastering, etc. The game is for them. There are people who don't. The game isn't for them. Simple as that.
But what do you lose by adding an option for people who aren't learning animals and quit in frustration despite wanting to continue playing your game? It'd be clear from the name "easy mode" that it's not the way the game's supposed to be played, so you wouldn't be muddying the message about what your game's about, right?
imagine being a musician and making this awesome rock album. then some idiot takes one of your choruses and remixes it into some shitty dance song for the masses - and you fucking hate dance music AND the masses. how would that make you feel?
*struggling with the game* Three misses in a row with a ~60% THC? *ragequit*
I'll be back when it's fixed.
Where do you stop? Do I make it easier just for you? How about the guy who's a bit less experienced? For him too? Someone new to RPGs? Why not, eh? What about his mom and the old lady across the street? Surely they too deserve to know some happiness that comes from crushing your enemies and seeing them driven before you.There are people who like the challenge, the puzzle-like combat design (each fight is a different challenge that seems impossible on the first try), the figuring out, the mastering, etc. The game is for them. There are people who don't. The game isn't for them. Simple as that.
But what do you lose by adding an option for people who aren't learning animals and quit in frustration despite wanting to continue playing your game? It'd be clear from the name "easy mode" that it's not the way the game's supposed to be played, so you wouldn't be muddying the message about what your game's about, right?
Not enough?What is there to master in this game? The combat system, and that's about it.
It sure seems that until you figure out the system you can memorize specific encounters all you want, but it won't get you any closer to beating them.Beyond that it's not about learning how the game system works, but memorizing how the specific encounters in the game work.
If I was in it for the money, I would have made a different kind of game. Or didn't quit my job.If you get royalties and some recognition for it, probably pretty good?
*struggling with the game* Three misses in a row with a ~60% THC? *ragequit*
I'll be back when it's fixed.
Basically the equivelant of flipping a coin three times and getting tails each time. Oh no, must be bugged!
Not enough for a non-combat character.Not enough?What is there to master in this game? The combat system, and that's about it.
I'm not talking about combat encounters which you can indeed get better at. But all the CYOA sequences which are handcrafted, there's no minigame to get better at there. Only way to improve is to learn by trial and error what thresholds different checks have. This is definitely not a good type of challenge to have as too harsh. Comparing it to a roguelike or Dark Souls is ridiculous. The games strengths are still squarely in the storyfag RPG field.It sure seems that until you figure out the system you can memorize specific encounters all you want, but it won't get you any closer to beating them.Beyond that it's not about learning how the game system works, but memorizing how the specific encounters in the game work.
Yeah, difficulty slider would destroy all your artistic integrity, void all the fun you've had during the creation process, totally not worth the extra sales and increased chances to stay in the business.If I was in it for the money, I would have made a different kind of game. Or didn't quit my job.If you get royalties and some recognition for it, probably pretty good?
and can be presented as unattractive chores so players will not do them unless they have to.