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Very  valid criticism, I was too self-centered on the explanation ("since I, the designer, got it, surely everyone can understand with just this, right?"). While I do think it's better to dump it all at once and then have you learn as you get to use the skills in real battles, properly explaining how each system works in a more detailed way  was necessary. 

To me it'd be deadly to break the world of the game by speaking in a colder, more methodic voice to make it clear, so while I consider a glossary of terms and systems added to your home, I also consider making a game manual that comes with the game, and you can read it to understand the minutiae of the game without the magic of immersion being broken in-universe. Do you think that would be too much work, since the game should explain the game in-game, or do you think that approach could count as the separation of poetic and pratical you mentioned?

(If anybody else is reading this thread and would like to comment, all input is welcome, as it is more of a general question than a question to YmotLe in particular.)

Thank you very much for the feedback, I'll work to not lose people like you in the future.

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Oh I think that having the instructions separated and explained more "gamy" in this particular case would be better so the player can enjoy the narrative without getting choked on the text that is also vital to play and enjoy the game (messing up the narrative and the explanation). Thank you for your detailed feedback on my feedback :P