BasiliskWrangler wrote:It takes some experimentation, but trust me- every one of our beta testers, no matter how hard they found the game initially, were masters of the game by the time they finished their second play through.
Um, do you understand that many, many people don't think of trial and error as the "fun" part of a role-playing game? And most people who buy ANY game don't play it all the way through even once. It really looks like you intentionally went out of your way to make the game frustrating to new players.
Of course I understand that an indie game will necessarily have some flaws in it; facets that lead to "playing the system" instead of adventuring, thinking about strategy, etc. But when you say you did some of this stuff
on purpose - what was the thought process there?
Typically, difficulty settings in a computer game will be just that -- things that make the game more or less challenging. In the case of an RPG, that would usually mean changing difficulty of combat, etc. After trying a few settings, I realized that they all really just add
annoyance. If you'd just used that word, it would have made the decision for a new player a lot easier (although of course it would still have begged the obvious question.)
I get the impression your beta testing consisted of mainly people who had played through your first game a whole bunch of times. Why are you putting design effort into trying to please people who are already fanatics? I don't mean to sound insensitive, but isn't it safe to say they're going to play the game anyway, and maybe it's the less committed customers you should be thinking about when you're designing the first segment of a game?