I'm considering allowing the player to choose between multiple battle systems, but the idea of balancing the entire game more than once seems daunting. Still, I think it's important to make my project as accessible as possible.
Using mechanics as a metaphor as a means of conveyance of your story - I'm all for that. BUT, anything that make the player wait - especially in uncertainty...just don't do it.
Am I the only one that feels like a luck-based challenge isn't legitimate? Like, if you are attempting a low level run, but have to rely on the luck of critical a (or lack thereof) in order to get through?
I have trauma after accidentally stumbling upon vore CYOA on text adventures and then reading the description "unwilling and willing" "one half lives inside other half" Oh my.... And peoples comments... "please add pregnant" "very good" "the best vore CYOA ive ever seen"...what...I wanna vomit, seriously. Its horrible.
If you're reviewing someone else's game, don't focus only on the negative and criticize them. Use positive constructive feedback. As game developers, we need to empower one another; not put each other down.
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But, I want the player to go through a small area that teaches them the basics and send them on their way.