SamSuka
Sam Tail
Sam Tail

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Choices with Simon

Earlier in the week I asked for feedback on controlling Sammy's decisions, and much of the feedback I got showed that a majority of the time players are unaware of when or where choices are being made. So I added in some notifications to test with the updated Simon mission.

I am currently indecisive between two options. The first one is as clear as it could be to the player, but is very "gamey" with a popup message telling you that you passed or failed a stat check.

The other is hearing Sammy's inner reasoning. While it does inform the player, it is not quite so clear that it is because of a stat check. I could of course put in brackets or something that it was a failed stat check, but then it just seems like a worse version of the above method.

With that said, the reception to both has been quite positive. It is clear players just want to know what is going on and why. So you can expect to see a more finalised version of one of them in the next update.

Moving on from that, the Simon mission is close to being complete. I have fully updated the whole strip/sex scene to be more fitting with plans I have for the future. Simon is now planned to become a major character where Sammy will help him out with some of his private investigation work. Due to that, I had to redo some of the less pleasant encounters with him so that regardless of the route you take with him during this mission, Sammy will still be willing to work with him afterwards. 

I have also opened the pub up to be accessible from the first day. Though if Sammy plans to get a job there from day one, she better get on the treadmill first. 

Comments

Always the option to have a graphic play with the dramatic equivalence to the last die roll in the original Jumanji XD

killverin

Instead of brackets, maybe color code the text (or parts of the text) to the stat in question? Or have a stat symbol tagged in there somewhere. This would basically be the bracket method though, if more visually appealing.

killverin

I'm liking the addition to the stat check, Though if i am to critique it, There are a couple of things that could be improved upon. first being, you dont need to put a check pass and a check failed, i would suggest only having a check failed appear, unless you want the player to know there is another path to take at the moment. Second, lengthen the time the stat check text appears by a couple seconds, sometimes i miss what it says because im reading the dialogue of the characters at the bottom of the screen and because the stat check text appears in the middle of the screen, by the time i notice its there, its already fading away. alternately, move the positioning of the stat check text to appear right above the character dialogue. third, Change the name of some of the stat check to match up with the actual stat... for example, "Sex check failed" really means "Desire too low" and "Sex check pass" (if you keep the check passes) should say something along the line of "Desire check pass" instead. Fouth, color code the stat check, Passes in green text and Fails in Red text (Only a suggestion if you want to keep the stat check passes) Anyway, that's just my opinion, and i really had to nit pick to even suggest these, so take it with a gain of salt lol

Soul

I agree with Stephen. A choice of hard mode (no start messages) or easy mode (with stat messages). As a compromise Sammy's inner thoughts will probably work. I feel that having a stat role message will remove the charm of discovery through multiple replays.

Kevin Anstee

Yeah next update. This update is a bit smaller than previous ones so can expect builds up soonish.

Sam Tail

Very promising! When we can try it, in the next update?

Frederic Moragrega García

Maybe there could be some sort of "difficulty" thing at the start of the game where players can choose how obvious it is that they've failed a check?

Stephen


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