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(+1)

Thanks! Glad the QoL stuff is appreciated~. And to be honest, many people have told me they play this mainly for the plot haha XD.

Yeah, I don't think anyone's said that they really enjoyed the trading hall section of the Temple. It's meant to be something you come back to later on if you don't have what's needed to progress, but I understand that it's frustrating to handle. Here's some reasons for it:

1. I try to change the gameplay up and keep things fresh for the player, which leads to some experimental ideas. Some work out, others don't.

2. I only really have one month to both figure out what to build for the next release, and build it. In game development time, that's really not a lot to work with.

3. I don't generally go back and change or revise things once they are done. Usually, I just learned what I can and apply it in the future.

That's an understandable philosophy. And one I can respect and used to ascribe to myself. I also understand the pressure of having to put out content fast, please don't burn yourself out! If you need to take a break your players will understand.

One small thing I could suggest that may help ease confusion is to replace the "Not yet available" messages with "Not yet implemented" as 'available' is quite ambiguous and doesn't tell the player if they are missing something or if it's just not there, where "implemented" is more clear on that end.

For the the trading hall though, that one is harder, right now it is an avoidable example of a "wall" which serves no purpose other than to frustrate players.

What made me turn around and get fix these in my games was watching a video by the youtuber Josh Strife Hayes called "The Quit Moment". While it mostly deals with MMOs, I felt it applies in any game in a broader sense!

Of course, whether you want to go about changing it or not is up to you. An option if you don't want to outright remove it is to just make it feel less overwhelming.

For example by telling the player something like. "This looks like it will be a pain, but you should be able to make a path if you can just convince a few people to move out of the way." when they interact with their first obstacle NPC.

That way the player won't feel like they -have- to satisfy everyone there right away!

(+2)

Thanks for understanding! Definitely doing what I can to pace myself and not burn out, but it can be tough for sure. I can see about changing the not available message to be more clear. As for the trading section, I'll try implementing a skip for people that get past the initial parts of it, so that they don't have to do the last half.

"The Quit Moment" is pretty interesting! Definitely makes a lot of sense for sure. I'll try to keep watch for avoiding stuff like that.