Elmsdor wrote:
Simpler game works but I think you do prefer more than just Visual Novels though yes?
Do you remember those old style Choose Your Own Adventure combat?
Yes of course, even if to be fair if I was native English speaker I would probably make mostly VN/Dating sim since the thing I enjoy most is the story/characters (in any kind of game).
Anyway, I already said in the past that people shouldn't expect 1 RPG a year from me, because it's impossible. The problem is that SOTW counted as 2 RPGs
I decided to try, but already in middle of coding I remember being super-stressed, always fearing about bugs XYZ, about not making it in time for Christmas and in general (which then revealed to be the truth sadly) to be investing too much time on the game.
I'll make more RPGs in future, but already in planning stage I'll learn to say "NO" to all people's various requests... which in SOTW were a lot:
- only X skills? what about X*2?
- whole act1 is unbalanced, please redesign all battles
- items are boring, should be randomized
- change damage algorithm to X. Then again to Y. No is better Z. Here I made new version Za,Zb,Zc for you, implement, rebuild and reupload the game to test every time!
- an isometric map would add more exploration bla bla
- and so on, was endless
basically I just tried to implement everyone's feedback blindly, without thinking about the long term consequences on the game, my business and health (spending 10 months coding every single day for hours is not really cool). Maybe I'm just a bad coder that stresses too much, but if I think back at my 2014 working on SOTW, it's not why I became indie for sure. Of course I had also satisfactions while making it, but also too much stress which is not good
OK I'll stop here, I am probably just in bad mood in this period also for other reasons. But I really think what I've said. Making things too complex is not worth it. Every new successful games have very intuitive interface and simplify things, instead of making them more complex.