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Yeah, the reverberating choices are fun, and make a lot of replayability as you want to give them a try but don't have the right equipment at that time.
The "ethical" choices are also fun, yeah. But there I'm not sure how much gameplay weight they should have to work. I keep thinking that the less they have, the more valuable they are as they let you decide more freely with what you believe. But too little and they don't have any weight.
Losing $1 hurts more than getting $1, so if there's a 50% chance to gain 5 Food and a 50% chance to lose 5 Food, the event feel as if it's not worth it. In those cases you need to weigh the random slightly on the side of positive things, so that it does not feel cheaply unfair. Especially since you don't do 100 dice rolls in a row but only feel the event every few playthroughs.
We're not sure about the exact percentage thought. I'm guessing it's probably dependent on the strength of the gains and losses in relationship to one another.
That may be it. The theme in FTL is pretty restrained and thus strong. Can you make an attempt at putting that spectrum into words? My guess would be "space hijinks in an unfriendly universe".
Hm. Good idea!
Let me try:
- Unpredictable outcomes (too much random)
- Unpredictable outcomes (world follows no proper logic)
- Events that seem unfair to the player (may depend on the above)
- Bad writing
- Too much text
- Choices that seem important but do nothing (which you will find out over time)
- Rhythm of events is too high or too low
- Events repeat constantly
- Events without choice (that one we noticed quickly: if there's only 1 button and a bunch of text, people don't care. Add an option or a stat change and the context of the event becomes interesting - you need it before you can decide.)
I think a little bit of some of these things (unpredictable, no choice?) is fine here and there to keep some variation, but too much is bad.
Hey, thank you! Much appreciated. We will be putting it on greenlight soon. If you want to follow along, sign up for our newsletter on the bottom of the page. I promise not to spam you - once a month at most.
I think you got it. It's probably something related to how one looks at the events as they are written. If you just go on writing them one by one and put the cards in the event stack you probably end up with something inconsistent, but if you take the time to consider all the events as a whole and part of a story you're more likely to start weeding things out because they don't make a consistent space hijinks narrative when presented randomly.
Also thanks for the compliments. I'm doing my very best and I can bring a good lot of years of experience to the tablet, still there's always something to learn :D