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(+2)(-1)

I know you added per-action familiarity in place of skills, but maybe you could have both? (Skills being rather minor progression compared to per-action)

As it stands, I have had a couple runs where I take a break and forget quite what I was doing and just head the wrong direction or do something that is effectively irrelevant by the point in progress I have reached. If skills still existed, it would feel a bit more like I still made progress.

It also makes sense narratively. If I tear down a solid metal door, I might not be ripping the next one down with my bare hands, but I'd definitely have some degree of awareness where to start. Same with the various hackings -- theoretically these stations were built to some standard, so learning how to abuse one's digital systems would give insight into the others'.

(+2)

I agree to a large extent... especially for actions that are common to certain areas. 

Like at game start, we have a food replicator. Later on, at one of the stations we also have one there. You'd think knowledge of how to use a food replicator, would be shared between them, but both are separate familiarities. 

(+1)

This has been on the roadmap since v0.3 was being beta tested (Familiarity v2). Skills still have all the same problems and wont work for all the same reasons, but this should deal with the shard familiarity aspect of your problem.

However, I think the OPs issue is more to do with remembering where you got to. Which has also been on the roadmap for a long time - Permanent Log.

Okay. Good to know. Thanks for the update.