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(1 edit)

at least give some guidance on where direct your attention, or why you should explore. exploring is much more dangerous than staying put at this stage. all games should be motivated either by discovery or by maximization (preferably both to varying, probably unequal degrees).

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I don't like starting off by telling the player what to do.  I like when they get to figure it out for themselves.  But also, right now, I am just getting started on gameplay.  The game generates different quests, but right now there is only one "type" and it is revealed through dialogue.  
But realistically, it might not always be winnable just yet.  I've added some items that let you get health back and stuff in the most recent version.  The whole point is that there are different game mechanics in each game, and these are not fully tested yet.  
This is a free prototype right now, so it is not something I am committed to even finishing right now.  It's an idea that I've been working on, off and on, for several years, but not my main project.  I appreciate your feedback, but likely will not be changing the game into what you might be looking for.  This is meant to have a randomness and inconsistency between play-throughs.

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I'm with the dev on this one. Modern games have lost this "discovering is part of the journey" vibe. Haven't delved into this project much yet, but I personally like the discovery aspect of it. However, not to knock your personal take @account_to_comment, but being spoon-fed everything in a game is a bit dull, especially for a project like this, which is all about discovery and exploration in your uniquely generated world.

Deleted 53 days ago
Deleted 53 days ago
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maybe just have it told to the player that they should seek things by: talking to villagers.

if the player is informed of other elements of the randomization that pertain to them, like attack range and type, then why not this too?

Yes, in the game mechanics section it mentions talking to entities, and it mentions a quest having been woven into the world.  It might be good to just connect those two concepts right there.  I am still figuring out the way game mechanics work though

I am still thinking about a game mode where there is no fighting, and another where there is no dialogue.  But I think having no dialogue and no fighting will be bad ... like there's nothing left to do.  So at least one of these would have to be on.

So without dialogue, maybe at least you could buy things (which I do not have yet), otherwise there would be no point to having non-hostile creatures.  
Sorry just thinking out loud.  It's easy to turn game mechanics on and off, but making them actually work as a game is a different challenge.  

I'm not reading the multi-page explanation on the game page (although I did skim that to know what it described), I mean mention it in-game