I enjoyed what was available so far, I like getting to meet people and I felt like the quests would be fun if I continued. Some suggestions:
1. I started to feel like I had been given a lot of "quests" to consider by the end of my session. I had wondered if we could have a notepad or a quest list somewhere.
2. I cannot help myself and I always look for all the details. I felt like there were a lot of those in the garbage, maybe too many. Not sure. After the quiz, I think this was one of your main ways to give that information to players. I wonder if we'd be able to access them through some kind of notepad (again) or maybe an inventory, as they're items mostly.
3. I felt there were a couple of moments where there were jumps in logic. The one that stood out was the switch from, there's some weird chemical that we found to sudden social changes without explaining why or how.
Thank you for taking the time to play the game and for leaving feedback.
I'm glad you enjoyed meeting people in the Corridor – creating an array of characters for players to interact with is a major focus for me.
Regarding your points 1 & 2, the long-term plan is to provide players with an ‘Omstrad Organizer’ that will allow them to store their thoughts and inventory, as well as offer additional information and tasks to aid their role. In the short term, you’ve given me a ‘lore-friendly’ idea to incorporate in the next update: using the Arigeta watch to allow players to check their messages, which will include their quests.
As for point 3, I want to balance not overwhelming players with too much information at the start while allowing the characters and items encountered to reveal the story post-Element Zero, alongside trying to capture some of that Cold War paranoia of the period and the general confusion such a disaster would create. As the game expands, there will be more information to discover – but I take your comment on board and will strive to improve this aspect.
Once again, thanks for playing and providing your feedback.
The intro made it feel very legit, like "this is real history" - but the option to skip it made it feel like it wasn't important, so I'll admit I skimmed
which maybe was bad because then I was confused about the context
silly me
but it might be something to consider - how to make the opening as attractive as it could be, and ease/hook them in
(just some thoughts -) it had nice lines, made me really curious, and like the stuff about the skunk condoms and details like that gave it real character
Hi, many thanks for taking the time to comment. I take your point on the introduction, I am slowly working on illustrating the whole thing, but I think I might need to add something more eye-catching near the start.
Quick question - I noticed you're looking at and responding to a lot of other games. That's something I want to do more, (rather than just working on own projects).
But there's so much on itch.io and I don't know where to start... where's a good place to start?
Mainly random, I think it's more a case of putting aside time and playing a game , regardless if it is your taste or not, and thinking what works. This has led me playing some very strange things! As I am interested in Ink at the moment, I've also been looking at what everyone has posted on the ink discord or has tagged ink on itch.io. Are you continuing your Bluebottle game ?
Maybe... it was one of those things, a bit like you said in your update, of adding loads of stuff and making it messier rather than cleaner. The stuff about plants kind of cluttered it?
I'm not working on it now... it's tricky to add interactivity that feels deep, rather than just embellishing a linear story with a maze of wrong paths, which was what I was doing...
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I enjoyed what was available so far, I like getting to meet people and I felt like the quests would be fun if I continued. Some suggestions:
1. I started to feel like I had been given a lot of "quests" to consider by the end of my session. I had wondered if we could have a notepad or a quest list somewhere.
2. I cannot help myself and I always look for all the details. I felt like there were a lot of those in the garbage, maybe too many. Not sure. After the quiz, I think this was one of your main ways to give that information to players. I wonder if we'd be able to access them through some kind of notepad (again) or maybe an inventory, as they're items mostly.
3. I felt there were a couple of moments where there were jumps in logic. The one that stood out was the switch from, there's some weird chemical that we found to sudden social changes without explaining why or how.
Hi,
Thank you for taking the time to play the game and for leaving feedback.
I'm glad you enjoyed meeting people in the Corridor – creating an array of characters for players to interact with is a major focus for me.
Regarding your points 1 & 2, the long-term plan is to provide players with an ‘Omstrad Organizer’ that will allow them to store their thoughts and inventory, as well as offer additional information and tasks to aid their role. In the short term, you’ve given me a ‘lore-friendly’ idea to incorporate in the next update: using the Arigeta watch to allow players to check their messages, which will include their quests.
As for point 3, I want to balance not overwhelming players with too much information at the start while allowing the characters and items encountered to reveal the story post-Element Zero, alongside trying to capture some of that Cold War paranoia of the period and the general confusion such a disaster would create. As the game expands, there will be more information to discover – but I take your comment on board and will strive to improve this aspect.
Once again, thanks for playing and providing your feedback.
Hey this is cool! Painted pictures, atmospheric
The intro made it feel very legit, like "this is real history" - but the option to skip it made it feel like it wasn't important, so I'll admit I skimmed
which maybe was bad because then I was confused about the context
silly me
but it might be something to consider - how to make the opening as attractive as it could be, and ease/hook them in
(just some thoughts -) it had nice lines, made me really curious, and like the stuff about the skunk condoms and details like that gave it real character
Hi, many thanks for taking the time to comment. I take your point on the introduction, I am slowly working on illustrating the whole thing, but I think I might need to add something more eye-catching near the start.
Quick question - I noticed you're looking at and responding to a lot of other games. That's something I want to do more, (rather than just working on own projects).
But there's so much on itch.io and I don't know where to start... where's a good place to start?
cheers
Mainly random, I think it's more a case of putting aside time and playing a game , regardless if it is your taste or not, and thinking what works. This has led me playing some very strange things! As I am interested in Ink at the moment, I've also been looking at what everyone has posted on the ink discord or has tagged ink on itch.io. Are you continuing your Bluebottle game ?
Good call.
Maybe... it was one of those things, a bit like you said in your update, of adding loads of stuff and making it messier rather than cleaner. The stuff about plants kind of cluttered it?
I'm not working on it now... it's tricky to add interactivity that feels deep, rather than just embellishing a linear story with a maze of wrong paths, which was what I was doing...