Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

That actually touches on something I may need to make clearer: you aren't intended to find every imprint.

They're meant to be small permanent bonuses you may discover while spending time in the wilderness, not a checklist you're expected to exhaust before moving on. The diminishing discovery chance is partly there for that reason. Eventually the sensible choice is supposed to be to leave some things undiscovered and continue progressing rather than repeatedly restarting lives trying to clear a region.

I am aware that, because of where the current end of the available content is, wilderness grinding may effectively be one of the few things left for players who have reached that point until the next content update. That can naturally make the imprints feel like the remaining progression objective. They weren't designed around the expectation that someone would collect all of them, though.

If the game is presenting them in a way that makes them feel like something you're supposed to complete, that's useful feedback and something I should look at making clearer.

A lot of incremental game players, myself included, tend to be completionist about bonuses, and not getting them will feel bad. If you intend them not to all be gotten, I'd suggest either put a hard cap on the number you can get, or make the bonuses themselves diminish the more of them you get in order to help hammer in the whole 'there's really no point to continuing this'.

(+1)

My original goal was for different players to come away from the wilderness with slightly different discoveries, but you're both making a good point about how that clashes with the completionist structure the rest of the game establishes. I'm a completionist with incremental games myself, so I can definitely see why leaving permanent bonuses behind would feel bad even if the game says they're optional.

I'm looking at reworking it rather than just adding clearer warning text. The direction I'm considering is making every imprint eventually obtainable, while moving most of their mechanical value into a shared permanent bonus with diminishing returns. That way each discovery still matters, the last few aren't hiding some unique must-have bonus, and someone who genuinely wants to hunt down everything still can.

I'd still keep discoveries rare enough that wilderness finds remain long-term surprises rather than something you're expected to clear before moving on. I need to work through the numbers before I lock the exact system in, though.

I think clarifying that diminishing chance / not supposed to get them all with some slightly less vague text would be helpful. It's less that the game presents them in a way that makes them feel like you're supposed to complete it and more that all the other systems in the game up to that point do work on a completionist model (put simply), so why should this one be any different?

(+1)

Yeah, that's exactly the distinction. It's less a problem with how it's presented and more that the rest of the game has trained you to expect permanent progression systems to eventually be completable. Having the wilderness suddenly be the exception makes it feel inconsistent even if I explain the diminishing chance better.

That's a big part of why I'm looking at changing the system itself rather than just clarifying the text. I'm in the middle of a fairly large content update and some bug fixing right now, so the revamped wilderness system will most likely come with that update as well.

(+1)

Ok love the thought that went into this clarification--really enjoying the game so far, I must say. Thanks for being so diligent with these updates and responses. <3

Deleted 5 days ago