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nuts 😒

You need to put yourself in the player's position and constantly ask "how will the player know what to do next?" Remember the player does not know everything you know about how the game works or where the triggers are.

One example: it's not intuitive that to advance a story you need to end a game. It's fine as a game mechanic but it raises questions that you should think about: why is this a requirement? how does it fit into the story? how does the player know which GOs to get and which he's already gotten?

I realize this came from a combat game where you played and lost short battles quickly, but in converting it into a story based game there are some blanks that need filling in. 

This really is one of my favorite games, top 5 no question, but the idea of going back and getting every GO scene - if i remember how to get them all - is too much, I'll put it away for a few months and come back to it.  

I realize you don't want to post which GOs are required here, but they are going to be a spoiler wherever they are posted - they shouldn't be posted anywhere, your players shouldn't have to dig around forums and group chats to find out what to do next in a game.

Please take this as the well intentioned advice I meant it to be, take it or ignore it as you will - I rarely post publicly,  but you have so much great content and I think people should see it.