wraith_magus Nov 3, 2013 @ 2:51pm
A player's feedback/suggestions
I've played through this game a few times, now... I got peace on my first run, was set for peace, but then waged war and wiped out humans the next, went for the doctor next time, but then died giving my heart to Gnash-Nash (because it seemed the most "doctory" thing to do), so I got "brave dissolution", instead. (Which seems fitting, although it's because I had three 100-point traits, and it seems to favor the first one in the list.) Deliberately ruining relations just to get some of the bad endings just seems to go against the grain to me...

Anyway, I should say that the game sometimes feels a bit random - I often wind up trying to find some way to increase, say, honesty, but instead I just keep getting vignettes that only involve cleverness (which is at 100 already) and ferocity (which is my dump stat that go-round). At least, until I actually play the game enough times to completely memorize every single icon at each stage of life, then there's nothing but rote performance. Hence, since there's little real option, I'd suggest the game either give you a better hint at what any given vignette will involve, or else have more possible options that aren't obvious losers. (The previous would probably be better.)

I also have to say that the little monsters are cute and all, but seem detached from the rest of the game. Every monster seems to be represented by the same set of wildly different-looking portraits, and hence, I have little idea of who any character whose name I haven't seen 30 times or more is like.

It'd be better for the player to have some sort of visual novel-style pop-up character portrait for all the named monsters, even with the roaring or nervous portrait thing in the circle of the dialogue box, to help give the player more ability to attach to, and remember the individual characters.

Likewise, the player monster picture shouldn't just be random, as it seems it is now, but somehow related to the highest/second highest stats. I.E. throw the big-clawed picture out for high ferocity characters, and the large-headed, spindly-legged balancing-on-a-ball with noodly tendrils one out for cleverness characters.

It'd help give the player some sense of the impact of their choices.

To further this idea, rather than wait until the in-between-lifestages portions of the story, it might help to have a few special vignettes that appear just to reaffirm in the mind of the player that they've got a monster that all the other monsters don't respect too much, but think is brave, for an example, by having them shove your monster forward when some scary human comes along, or sends for your high-kindness character to heal them when sick.

Most game story text tends to have very linear storytelling, with player choices often being an illusion that affects almost nothing before going right back to the same story, anyway. This game lets the branches fly off into very different types of vignettes, but making the traits that are changed the only lasting consequences of your choices. Hence, having the stats you accrue become more important the more time goes on is crucial to making the player's choices feel like they have consequences.

You might even want to segregate out some of the later-life-stages vignettes into different personality-associated types of vignettes, and have more of one type of vignette and less of another based upon what personality the player builds up. (I.E. more "you were hunting things, when..." when you have high ferocity, and less "this fuzzy creature is talking to you, asking for help".) Some sort of color-coding of the icons to inform players would even further encourage that idea that it's a reaction to the player's character build.

In any event, I'm rather enjoying the game, and find it an interesting method of storytelling, even if it's a bit on the short side. Thanks for the fun little game!
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wraith_magus Nov 4, 2013 @ 9:51am 
Just as an additional note, after going back to this, it really does feel pretty perverse to make players have to play through multiple times once they've already gotten the "best" ending in order to find every single individual way to screw up in some nuanced way to get all the "achievements".

Unless you're giving out some sort of permanent +5 to a given stat for dissolution, I don't see why I have to play through 6 times to get every dissolution ending when I got 100 in three stats at the same time. It gets a bit repetitive, to say the least, which makes it feel a bit more of a chore.

Likewise, giving players a score meter on the final, elder stage, and then telling them that they only get some of the cooler-sounding endings when they fail to get good scores feels contrary to my gamer's instincts. It would work better if a player could be a neurosurgeon even if they made both sides 100%, but where you have to have some high-kindness, high-cleverness events. (That is, if, like I suggested above, some events only appear if you have some minimum ratings of a stat.) You might even have some mandated no-more-than-10-ferocity requirement.
Mr.Ninja Nov 4, 2013 @ 4:17pm 
Nice ideas. *applause
jojoquick Nov 7, 2013 @ 5:10pm 
Exactly what I'd suggest also, good ideas! It's gets repetitive pretty quick.
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