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This is cool... I might be stuck on this for a while. I must say I am not getting the clear feel if this is an exploration game or a rpg. Some goals will help players more as it feels like I am running around without purpose... I mean I know I want to go and do some farming, own land, sell and all that, but without having the equipment, I feel lost, and just... I dont know. It is a hard thing putting in instructions in an explorer game, but there are studies showing that sometimes players without purpose just leaves, as they are too lost... So maybe some more side quests from the get go, just to force the player to explore certain areas. Can be as simple as find [x] and take item [y] to [z]. Simple, just forces the player around... I really like this, and I cant even really tell you why... Keep it up :)

(+1)

Thank you for your feedback!
I wasn't thinking in giving quest to the player because it should give some stress and the feel they need to rush to make this or that, but it's a wise idea that I can implement softly just to make things happen but allowing the player to do this or that instead, I will work on it to find a good way to push the player and at the same time let the game be as open as possible.