I finished the first build. It’s available on Patreon. Not saying that because I’m expecting anyone to sign up - it’s just the build schedule I’ve set for myself. Builds go up on Patreon first, then onto my newsletter with a one build lag, then finally anywhere else publicly (at my discretion of course) with a two build lag. (I might have to make an exception here to get feedback.)
Playtesting the first build left me a bit concerned about the state of the game. A core part of the experience was supposed to be evaluating different destinations and picking between them. Do I zigzag across the screen, spending fuel and gaining mutation, or do I go as directly as possible towards my destination? That’s what I hoped the thought process would be. I find in testing however, that it doesn’t really work that way. The cost of zigzagging (fuel, mutation, life support) is too long term and abstract. In practice I find that, whether it’s the best strategy or not, you simply end up picking all the “good” destinations in order, no matter what.
That’s boring!
So, for the past couple of days I’ve tried something else. With “less is more” as my guiding principle, I have simplified the game even further. I’ve flipped the perspective from top-down to first-person. Instead of traversing node to node, you now must pick only one from a set of destinations. The other are discarded.
Why do I think this might be better?
It forces you to compare good destinations to other good destinations. In the old system, you would simply go to each “acceptable” destination in turn. Now you have to pick the best one.
I think it might also strengthen the distance decision making, i.e. is it worth it to burn 5 extra fuel to reach this Tech cache, when I can go nearby and pick up a little bit of life support instead?
Finally, I think it will give me more control to design “encounters”. In the first build, destinations are individually generated at random. Hard to make something coherent. In the new setup, I can design the experience with more control. Perhaps your first three choices will be sets of only “good” destinations. This sets you up for the next choice which is one where you have to pick from only “bad” destinations.
This is what it looks like. Obviously animations etc are just for illustration.
Why might it be worse?
It’s becoming ridiculously simple. You no longer need to plot out a desired path in your head (simple as that was before), you’re now just picking the best destination over and over. This is intended for Steam and Switch, and I’ve already had comments that it seems like a mobile game. It’s true that the input and gameplay is really simple, but the (mechanical, not theme) inspirations (Reigns and Luck be a Landlord ) for the game establish a precedent that simple input and gameplay does not preclude release on Steam.
In any case, this level of simplicity might just be too much.
There could also be other reasons I haven’t thought of.
Feedback?
I know it’s really hard to evaluate something like this without playing it, but I’d appreciate your thoughts anyway. What do you think? Does it make sense? Which do you prefer, based on my descriptions?