blulapis
Concerns about this game
#1 by blulapis - Jun 4 2012
I know that this game is still being tested, so I thought I'd let you know my concerns.I love all of Hanoko's other games, and I really like some things about this game. The set-up is interesting, the mystery is compelling, the graphics are great, and the game design is smooth and easy to learn.
But there are some real problems with this game that make me feel disappointed. It will also make me look at any future games from Hanoko carefully. I wasn't expecting to feel disappointed about this one.
My concern with this game is the design. It punishes frequently and rewards very little. That is just not fun after awhile. The reason the other games were more fun is any combination was likely to get you somewhere. There were several joint storylines. This game's storyline is rigid. It's just too easy to die, and it's not fun to keep retrying and retrying each choice with almost mathematical precision. In addiition, every choice is disappointing in some way, and that's not fun either.
But I think you could make some improvements, and with the goal of being helpful, I do have a few suggestions, for what they are worth.
a. Most Important: Be sure that people buying this game know it is very hard to succeed. They also need to know what type of game it is. I'm not sure how you will do this, but people expecting a multiple storyline like Cute Knight will feel disappointed, and they may even be mad. Make sure people know what they are buying.
b. Consider adding a weekend day. Also consider adding a second skill choice mid-week, or letting people learn skills faster. There are too many skill options, and it moves too slowly to allow players to feel a sense of accomplishment. It's not fun to feel constantly frustrated.
c. Consider adding more options, that include other things than dying. It's frustrating to have to continually re-start from the beginning.
d. Consider adding an in-game tracking system for choices. Something that logs for the player. Having to take notes outside the game is cumbersome.
e. Consider adding an encyclopedia of knowledge that builds through multiple game plays. This will aid the player in making choices.
f. Consider adding multiple endings for dying. (We will miss her, but at least she helped spread a love of reading). Players will feel a sense of accomplishment even if they die, if they've gained a different ending.
g. Add more rewards and gifts more frequently. If a player makes a right choice, they shouldn't just AVOID something, they should GET something, too.
h. More romance.
i. In game mentor. Have a character who advises the player on their choices. Maybe the player can earn this mentor early on, or maybe they have them from the start.
Okay, hope those are useful. I wouldn't have bothered to post all this if I didn't really like Hanoko games, so I hope this post isn't too harsh - but I wanted to give honest feedback in the hope it would be helpful.



