![]() If you let the interactions have a positive effect despite the attraction level stay active than you will significantly reduce the grind, and you can always as development progresses add less significant events if you are worried about pacing.Ģ. If you allow people to just jump to a room rather than click the way to back> Stairs > toilet door > toilet. This will significantly reduce the clicks needed and make for a more fluent game play, and less of a grind.ģ. allow the player to go to the world map from any location for the same reasons above.Ĥ. give the player a hint as to where the next level up event will take place.ĥ. ![]() ![]() use that character info screen to tell the player if they still can advance this game version.Īs it stands its a unfinished sandbox with no hint as to where the end is. this causes the player to waste time looking for events that are not yet implemented. With these few changes you do not even need to change the value of each interaction and it will make for a more fluent game play. These changes are extremely minor and easy to implement. I have tried to play this game but there are two traits that alone I can normally overlook but not together.įirst off you can't skip text. I have a gaming mouse with a 1000 click macro that limits this hassle but if you are using ye ol Logitech then you in for a lot of exhausting clicking to get through the slow playing scenes.
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