ebPD8PePfC
Savant
- Joined
- May 13, 2018
- Messages
- 225
Welp. The first two hours are a mess. I think I game overed myself twice, though in both occasions I understand so little about the game to know if those are real dead ends, or if there was something I could have done.
- The first time you refer to a function of the game you should use real world logic, rather than in game logic. Yeah, it's less immersive, but it really helps, and you should worry about immersion for the last 30 hours of the game, not the first two. So when you're told:
I tried searching for spare parts outside the base since I was told there should be some lying around. Oops.
What you should say is that the character has an inventory, that the base has an inventory, and where that menu is located.
- Always stick with one name for an object. Sometimes spare parts are spare parts, sometimes they're universal parts. It's confusing when the player doesn't even know that "spare parts" are an object in the game, it's even more confusing when they are called by another name.
- If a character explains how the game works, you should always have the option of asking them to explain it again. I don't care about realism.
- Why is there not enough power for hydroponics at the start? If you don't power it in time you lose the game, if you power it without extra energy generators you can't research and construct so you lose the game, and the only players who will know this are those who already lost the game. So this only serves as a gatcha for new players. That was my first game over.
- The player is told he needs a pump. Apparently one is already built, but doesn't appear in the ship's inventory... this was my second time losing the game. I started building one which took all my resources, and you can't cancel a building and order and refund resources, so I had no way to build anything... so restart.
- I have no idea how to collect resources. Couldn't find anything on it either.
- There's also a bug in the research menu. After I finished research and reopened the menu, I couldn't do anything more with it. I couldn't exit it either. As far as I can tell it corrupted the save.
- I didn't get to engage much with the Convincing People mini-game, but on the surface it looks really cool.
I guess I should save scum more, but it's hard to do so when I barely realize which decisions have fatal consequences and which don't. It's even harder when I can't even recognize what my decisions actually do. I'm sure some of my restarts weren't warranted, but I had no idea what I can do differently.
For what it's worth, you can check out Dead In Vainland which is also a survival RPG, and see what they did to explain the basic game mechanics. It's a simpler game, but some basic stuff can be easily copied. For example, the research menu has flavor text separated from the in game effect:
This is what your game does:
No way to skim it without reading a lot of technobabble, and even than I only get a vague promise that research will improve something, without the real numbers. Your audience are RPG players, they like to min max, there's no reason to hide the numbers.
When I managed to play the game it was interesting. I hope you won't give up on it.
- The first time you refer to a function of the game you should use real world logic, rather than in game logic. Yeah, it's less immersive, but it really helps, and you should worry about immersion for the last 30 hours of the game, not the first two. So when you're told:
I tried searching for spare parts outside the base since I was told there should be some lying around. Oops.
What you should say is that the character has an inventory, that the base has an inventory, and where that menu is located.
- Always stick with one name for an object. Sometimes spare parts are spare parts, sometimes they're universal parts. It's confusing when the player doesn't even know that "spare parts" are an object in the game, it's even more confusing when they are called by another name.
- If a character explains how the game works, you should always have the option of asking them to explain it again. I don't care about realism.
- Why is there not enough power for hydroponics at the start? If you don't power it in time you lose the game, if you power it without extra energy generators you can't research and construct so you lose the game, and the only players who will know this are those who already lost the game. So this only serves as a gatcha for new players. That was my first game over.
- The player is told he needs a pump. Apparently one is already built, but doesn't appear in the ship's inventory... this was my second time losing the game. I started building one which took all my resources, and you can't cancel a building and order and refund resources, so I had no way to build anything... so restart.
- I have no idea how to collect resources. Couldn't find anything on it either.
- There's also a bug in the research menu. After I finished research and reopened the menu, I couldn't do anything more with it. I couldn't exit it either. As far as I can tell it corrupted the save.
- I didn't get to engage much with the Convincing People mini-game, but on the surface it looks really cool.
I guess I should save scum more, but it's hard to do so when I barely realize which decisions have fatal consequences and which don't. It's even harder when I can't even recognize what my decisions actually do. I'm sure some of my restarts weren't warranted, but I had no idea what I can do differently.
For what it's worth, you can check out Dead In Vainland which is also a survival RPG, and see what they did to explain the basic game mechanics. It's a simpler game, but some basic stuff can be easily copied. For example, the research menu has flavor text separated from the in game effect:
This is what your game does:
No way to skim it without reading a lot of technobabble, and even than I only get a vague promise that research will improve something, without the real numbers. Your audience are RPG players, they like to min max, there's no reason to hide the numbers.
When I managed to play the game it was interesting. I hope you won't give up on it.
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