I've given this kind of feedback to a couple of (hobbyist) game developers before, including on one game that I genuinely did like (but less than I would have because of this discomfort). The general response I got was of surprise and appreciation - that the developers didn't foresee players feeling this way and could now consider making changes to round out the rough edges.
Out of respect to the devs I'm going to be deliberately vague here about the content that triggered me - but in every case it had to do with feeling forced into something I didn't want to do. Often this was the narrative having my protagonist act in a way that forced me to not identify with him; sometimes it was the gameplay (via plot flags, etc.) forcing
me to do something I felt touchy about if I wanted to keep playing the game. As an example (that I am completely making up on the spot), if an innocent person is killed in a war as part of a narrative scene, that can make people somewhat uncomfortable, and that's okay. If the
player is forced to kill an innocent to trigger a plot flag and move the game forward, that is going to trigger a lot of people and turn them against your game. The player is now disconnected from your game and doesn't care about "winning" or "achieving" anything because doing so feels even worse than failing.
The problem was not so much that I encountered themes or images that made me feel uncomfortable - the problem was that, unlike in the real world, I literally could not do anything (in the game) to reconcile it with how I felt (in real life). This is less of a problem in non-interactive works like movies and books where you are an observer and can see the protagonist as a character; it's a big problem in video games where the player has some degree of control over the protagonist (and therefore implicitly sees himself as the protagonist),
especially if the protagonist is literally supposed to be the player rather than a defined character.
Ideally, you have a large base of testers for your project early on, which makes it easier to sort out the one-in-a-thousand "weirdo" complaint from a real issue in the way your game is received by players. If more than a couple people key in that they felt uncomfortable about an event or an overriding theme, or even that they found something or someone "unlikable" where you weren't deliberately painting them this way, consider ways to inject more agency into those elements of your game. In the "murdering an innocent" example from earlier - consider ways to allow the player to show mercy, even if it makes his own life harder and the innocent gets killed anyway.
Some advice I can give off the cuff:
- Consider multiple solutions for puzzles/plot flags, and consider making disturbing quest content optional rather than mandatory.
- Where players find one or two actions from your protagonist out-of-character or unlikable, remove those actions. And where players find nearly everything your protagonist does unlikable, do everything you can (in terms of framing, perspective, author bias, etc.) to separate the player from the character.
- If it's something less about actions and more about theme - like gore, sex, religion, occult things - do your best to add this theming into the environment and context, rather than the player's direct line of play. Allow players who like this kind of thing to seek it out in your game, without plopping it directly in the player's path. Again, agency.
The good news is - a game like
A Different Clarity and its explorative gameplay should have an easier time doing this than most other games! So I encourage you to keep testing your game with players, and if it turns out that this player isn't the only one that feels this way, it's time to look into ways that you can provide the player more agency about how they experience (and react to) these things that are discomforting to them.