The game is pretty fun, its extremely bullshit at times though.
[QUOTE=orcywoo6;43439860]The game is pretty fun, its extremely bullshit at times though.[/QUOTE]
Completed it the other day, was so fucking proud.
[QUOTE=Crimor;43439801]The stream for this was hilarious.[/QUOTE]
Is there a VoD of it?
Actually looks fun, but as petty as it sounds, the art style puts me off so much.
Seems like a lesser version of princess maker.
[QUOTE=DrasarSalman;43442009]Is there a VoD of it?[/QUOTE]
It's on genna's channel.
[media]http://www.youtube.com/watch?v=KeSm9qPBSJM[/media]
"I didn't feel like learning how moods work, so I went to the wiki, but that's the game developer's fault"
[QUOTE=minilandstan;43447636]"I didn't feel like learning how moods work, so I went to the wiki, but that's the game developer's fault"[/QUOTE]
Thanks Kojima
[QUOTE=minilandstan;43447636]"I didn't feel like learning how moods work, so I went to the wiki, but that's the game developer's fault"[/QUOTE]
Well if the player feels no incentive to learn the game's mechanics, hasn't the game failed in some way?
[QUOTE=Darth Hater;43448314]Well if the player feels no incentive to learn the game's mechanics, hasn't the game failed in some way?[/QUOTE]Isn't hand-holding from developers starting to be considered a major issue impacting the quality of video games these days? The game just telling the player expressly what to do at every second.
The game explains pretty well in the tutorial how moods work. It doesn't explicitly state the effects each and every one of them works, but it does explain the function they serve and how to impact them.
It's a double edged sword really for the devs.
Give a tutorial explaining the Moods further? [b]"OMFG QUIT HOLDING MAH HAND JEEZ!"[/b]
Just let the player figure it out? [b]"OMFG I DON'T KNOW WHAT TO DO, DEVS, YOU FAIL!!"[/b]
I bought this game on impulse during the steam sale.
Was actually pretty awesome, played about 5 hours of it so far. Very fun discovering new ways to die :P
I think he was talking specifically about how moods influence skills, which I agree with. You don't need to keep that information from the player, just put it in a tool tip when you mouse over skills/moods.
..am i the only one that absolutely hates total biscuit?
[QUOTE=dvc;43450713]..am i the only one that absolutely hates total biscuit?[/QUOTE]
then dont post in threads about total biscuit?
[QUOTE=Pvt. Martin;43450098]It's a double edged sword really for the devs.
Give a tutorial explaining the Moods further? [b]"OMFG QUIT HOLDING MAH HAND JEEZ!"[/b]
Just let the player figure it out? [b]"OMFG I DON'T KNOW WHAT TO DO, DEVS, YOU FAIL!!"[/b][/QUOTE]
There's no excuse for a lack of quality of life improvements.
Why does the mood page need to be separate from the skill page? why doesn't it show which mood influences what?
Why do you have to choose which skills to train that week outside of the skill page? Why doesn't that classes page show the bonuses you get that week, and do you have to switch back and forth to min-max?
Why do you have to open a moods page when looking at which weekend activity to do, which are specifically designed to influence your moods?
It's just useless hiding information for the player and making it difficult to do what you want to do. It's bad design.
[QUOTE=Crimor;43447479]It's on Genna's channel.
[media]http://www.youtube.com/watch?v=KeSm9qPBSJM[/media][/QUOTE]
I just watched both the videos. I found it quite hilarious how he basically turned the princess into some kind of North Korean military leader [sp]only to get killed by chocolate.[/sp] And then in his second run he [sp]fucks up in a party and makes everyone hate each other, which would be an excellent time for WAR.[/sp] This is like the "I wanna be the guy" of visual novels.
[QUOTE=deltasquid;43450987]There's no excuse for a lack of quality of life improvements.
Why does the mood page need to be separate from the skill page? why doesn't it show which mood influences what?
Why do you have to choose which skills to train that week outside of the skill page? Why doesn't that classes page show the bonuses you get that week, and do you have to switch back and forth to min-max?
Why do you have to open a moods page when looking at which weekend activity to do, which are specifically designed to influence your moods?
It's just useless hiding information for the player and making it difficult to do what you want to do. It's bad design.[/QUOTE]
Not everything needs to be simplified. The main screen is literally the ONLY screen outside of talking anime faces, I think you can deal with having it be a little cluttered to display all the information clearly enough, especially since hew as complaining about how he was "unable to find anything out"
[QUOTE=minilandstan;43454847]Not everything needs to be simplified. The main screen is literally the ONLY screen outside of talking anime faces, I think you can deal with having it be a little cluttered to display all the information clearly enough, especially since hew as complaining about how he was "unable to find anything out"[/QUOTE]
There's no point in having needless complexity. Complexity is not the same as depth, just because you have to shuffle through a bunch of poorly designed menus doesn't even make the game more complex, it makes it obtuse. You can have the exact same amount of complexity and present it in a way that is actually usable.
[QUOTE=Pvt. Martin;43450098]It's a double edged sword really for the devs.
Give a tutorial explaining the Moods further? [b]"OMFG QUIT HOLDING MAH HAND JEEZ!"[/b]
Just let the player figure it out? [b]"OMFG I DON'T KNOW WHAT TO DO, DEVS, YOU FAIL!!"[/b][/QUOTE]
You can't please everybody
[QUOTE=Blazedol;43455915]You can't please everybody[/QUOTE]
My point exactly.
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