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I see, thanks for explaining

I am not sure if I need a tutorial exactly - SOFG was played by me without a tutorial as well (for the most part), most if not all the information was able to be inferred from the challenges or the quest descriptions - as such, I would request that those be the foci - something like having infiltration describe what is necessary for it to happen, or maybe having specific quests by the heroes describe what the quest is supposed to achieve (which would also be useful for quests like guarding - like, if a human is being guarded, it would be nice to know for how long they will be guarded. in fact it actually would be kinda nice if obsessively liking a species would not result in someone just becoming a dedicated guard forever)

what I can say are some nice changes mechanically or UI wise are how shadow does not spread as easily, how infiltration is not a thing that "just happens" anymore (since you need to have a somewhat significant cost to basically start doing it), and the way that the challenges are filtered (based on stat used or things like infiltration) means that it was easier to actually see specific things; especially when you have things like death, souls or geomantic loci in a given location since those added a looot of challenges you might not wanna see right away. I also like how numerous challenges have "other" effects that basically make them easier (or harder) like how cults improve certain challenges based on their growth

one of THE most important things right now, I believe, is to mark which challenges create a piece of evidence in the first place. as an example, I infiltrated two universities next to one another and put cultists into their faculty - however, the game never mentioned that at any point it would create a piece of evidence, which is especially counter intuitive since the evidence is right on the location where it would also be studied