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Reading your changes I would also be confused on the allergy humor wheel. 1 it is one of the last things you get in the demo so it wouldn't help prior, but also is the implication you would give 1 dose of it than try to spin the wheel to find out. In general it feels like the wheel is more of a guessing game and even when there is a clear outcome it doesn't work without any clear reason.
The last problem I had in relation to tutorials is the anomalies being able to appear in the side window. Since I had no reason to believe that that area was able to have anomalies (and the book being a complete screen with little background made me specifically think those were safe areas) I ended up making the totem angry because "there was an eye in the window" which was confusing since I checked the window by the door, but there was nothing there. I think a noticeable sound could mitigate this for the early game but maybe have the totem say something like "Didn't think you'd see that sneaky one. Lucky it knocked something outside over. Next time they may not be so loud".
Yeah it's a tricky one. As the meds don't stack, but you have a limited amount of each med to use per day.
You want a +3 outcome to instantly recover someone, but +1 is a small result and +2 is good (two of those usually leads to full recovery).
If you are having to give high dosages, then getting anything less than a +2/+3 result can lead to running out of meds.
Then you have to juggle, do you fully recover them for more money etc. or just make them better and send them off (which you can do early or after max amount of dosages applied) for saving time at the cost of money and rep received.
It depends on how hard money income will be and how important/difficult rep will be.
I've run into something like this twice, once with the humour wheel, once with the alternative medicine deduction. Treatment should be X, administer X, patient dies for no obvious reason.
I didn't realize there was a side window until this comment.
tabs for the book would be great for quick navigation, if thats possible. moving between screens and then having to flip flip flip takes a lot of time.
i like the branching alliances aspect. looking forward to the full game!
You've designed a mechanic that both doesn't really track in a modern medical context, AND it punishes your core demographic for knowing about a thing your game is based around! In fact, someone in your core demographic who knows about old medicine/horror is at a disadvantage because your current "dosages don't stack" system means the possibility of poisoning a patient/imbalancing their humors, at least in early days, is non-existent.
But the setting is certainly odd enough that I can buy that the medicine works in a way that real life medicine doesn't. In real life humour theory doesn't work - because it doesn't just take balancing 4 of anything to have a functioning healthy human being. Even the humblest worm, mouse or beetle are far more complex than that.
Overshooting fix is easy - just add a "purgative" vial that purges all currently-applied meds. Gives another gold sink, something else to balance, and means that a run isn't ruined because of a miss-click.
I'll add my voice to the others here saying that meds not stacking is pretty nuts. Combined with the guesswork (which is already slightly annoying) it just results in players wasting meds because they're not psychic which isn't a very rewarding mechanic. Negative outcomes (that are CORE MECHANICS of the game) should be the result of players making a mistake, not because they guessed wrong multiple times in a row.
At that point you might as well just make us do single doses and roll a shrinking die to see if it works.