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(2 edits) (+1)

I'll fully admit, I put a limit on the rollbacks so that people couldn't cheat and scroll back if they didn't like the choice they made (I thought that would ruin immersion, so I wanted to head off those complaints before they occurred).  But I didn't even consider misclicks.  ^^;  I'll have to keep that in mind.

Thank you very much for your feedback!

I had a feeling it was for that reason! I play a decent amount of Ren'Py games, and from a player perspective (and as a notorious completionist who doesn't want to miss out on dialogue branches) if I'm confronted with a good and a bad choice, I'll usually pick the bad one first to see where it goes, then backpedal and proceed playing from the good choice onward. I still get to experience everything, but it just takes less time than restarting and skipping through familiar text. But you're right that there is some amount of immersion lost!

A compromise may be to streamline the playthrough experience in other ways. Maybe make it so the room introduction text only appears your first time through the room, so that players speedrunning back to where they were don't have to see descriptions of the reading room over and over. Or make more rooms accessible at a time from a given location, so some of those transition rooms can be skipped? If you have 5-6 different end states for people to potentially see, little changes like that can add up for your diehard players.

(+1)

These are all great ideas, and I'll have to implement them in my games.  I'm still new to the whole game development with RenPy thing (and game development in general, tbh), so this is all a big learning experience for me.  Super grateful for the advice and feedback!