Hmm interesting, then could be the gamepad, its a D-Pad (not thumb stick), maybe it cant register up+left at the same time.
The up/down during jump thing tho would be awesome, I'm sure that will save me a good number of deaths.
The only thing stopping this from being absolute perfection is the controls. Pushing up stops you in your tracks - and its extremely difficult to avoid that happening while jumping around or trying to outmaneuver the enemies. ESPECIALLY with a gamepad.
What would seem to eliminate this would be:
Being able to shoot while moving and jumping would be awesome, but I appreciate the game has probably been designed around this so it might unbalanced the game.
Update: beat that map and got to map 8, with what seemed to be unbeatable:
Nothing could stop me, didnt need fireball or other magic (even when I put them in my deck they never appeared in my hand anyway...do they only appear if you have the magic-user general?)
That is... UNTIL I encountered a crippling bug - in map 8 suddenly archers could no longer attack (attack was always greyed out). Melee units could attack for a few more turns but then also fell victim to the no attack curse.
Great concept, I think there's lots of potential here! Love the graphics and especially the darker colour palette. Look forward to seeing how it develops.
Some thoughts which I hope are helpful:
The only other thing is more subjective - but with card-based games the RNG might end you up in situations where all cards req. a builder but I had no builders.
Could not beat map 3 after 4 tries - I never got the right cards at the start or got stuck like above. I had plenty of archer, pawn and knights in my deck, but I also tried a round with only units and no structures in my deck to avoid getting stuck but energy was coming in too slow to really fight back fast enough.
I know you can "discard hand" but it didn't feel efficient except in extreme cases. Maybe an option to discard a single card and get +1 energy would be a nice balancer here?
Looking forward to seeing it develop!
Love the concept! but getting regular crashes in the tutorial :(
After a few attempts, where it consistently happened in one battle, I think it might be to do with certain units the enemy hero has.
If I cast transform on them the crash doesn't occur but if I don't, it occurs every time. When I mouse over the particular units in the victory screen, they appear to have no name in the tool tip:
Also, no matter how many times I beat the enemy hero, he doesn't disappear and always has 9 of those crash-causing units.
Update: played a normal game, selected the factions to ensure the Horde wasn't on the map. So far, no crashes. Gameplay is great, like a mix of HoMM and Total Warhammer.
Great concept, reminds me of some levels in Alpha Mission II and Cobra Command arcades which had giant motherships you could destory parts of, but allowing the player freedom to tackle it in any order. Very cool.
Finally beat it. Some tips for those like me who found it tough:
Cool game. My only feedback is based on the final point - sacrificing one upgrade for just 1 shield feels a bit costly, especially early on. Perhaps at first "shield x 3", then next time "shield x 2" then the rest "shield x 1" as normal, would make it a better trade off and make early mistakes less dooming?
Glad to see the full game finally out! Played it and what a trip! Unfortunately I could not see the ending after getting to 200% due to a graphical glitch - everything is super zoomed in and I can't navigate properly or see what I am doing.
Maybe if I saw that it would clear it up but, I have the feeling the ending doesn't end up explaining anything? Is the time loop and what is happening ever actually explained?
Wow these are awesome updates! New traps, new class, final boss? Also really cool to see "Holy magic that heals normal character damages undeads."Awesome.
I hope "Each characters can equip accessories. (Like ring or boots ..)" was encouraged by my feedback :D
Looking forward to playing thru again and trying to reach the final boss
Stumbled across this game in the Itch devlogs, and was surprised how much content is already there. Can't wait for more updates!
Only real problem I encountered was the path-finding of trade wagons, they tended to ignore roads and go off and get stuck in a corner between buildings. I tried setting waypoints but they also paid them no attention.
Judging by the title, the Bronze Age and bronze upgrades will be final era in the game? Or will it later go further e.g. iron and steel?
Wrote an article on my blog: https://newretrogames.wordpress.com/2018/07/16/bronze-age/
Awesome, really amazing how you updated the game so fast. Being able to sell items to the shop and increased inventory size are really nice additions.
I have now finally beat the game, and wrote an article on my blog at: https://newretrogames.wordpress.com/2018/06/12/sigma-finite-dungeon/
Hope that it helps more people to find the game!
My final thoughts:
And a few "wishlist" items, if you ever plan to expand the game further:
Found some bugs:
Other feedback:
All in all, great game. Aside from the top bug, has been an overall smooth experience and have been enjoying immensely. Hope these reports help!
Ah I see, so annoying that you have to manually request that, but I guess it makes sense. For what it's worth, I tried marking the file as a false positive and submitting it to AVG also.
I managed to quickly disable AVG for a couple seconds to load the game then reactivate it (otherwise it automatically deletes the gamefile without giving me any say in the matter). It was tons of fun, and exactly the classic FF5-style job system I'd been craving. Can't wait for more!
I finally updated the game (my first update broke the game, and I had to go back to the drawing board for a while)! If you have the chance, check it out and would be great to find any other bugs or feedback out.
Unfortunately due to some major code changes, save games won't carry over to the new version... Hopefully that kind of thing won't happen once I shift it out of "prototype" status.
Post any bugs, errors, issues or other feedback here!
Current known 0.1.9b bugs:
Hey Keyband, good to have you back! I saw you posted a couple games, looking forward to playing them soon!
I think quests will be a good idea, currently the game sort of has quests - when it or the farmer suggests something you should do. Later in the Adventurer/Dungeon side of game I think I will have more formal quests, like rescuing trapped miners from monsters, for example.
Aside from that I haven't given the sequence problem much thought, I just updated the game with some massively cleaned up code, so from here, I'm gonna go back to brainstorming about the sequence idea and see what I can come up with.
Thanks for the comment! Glad to see the update brought you back! ;) I am definitely planning on expanding the Workers-side of gameplay in the next bigger update, not only will you get more workers, but they will each have their own stats and skill rankings, and can equip tools. (this is built into the code but not implemented into the gameplay yet)!
You were right, the Scythe price was displaying wrong - well spotted! Currently the HTML for upgrades is static, something I need to automate in the next update.
#2 and #3 are not a bugs, per se, just to do with unlocking order. E.g. for Silo, you have to wait til you get the Upgrade Storage Shed upgrade, which unlocks after you explore the Cave. It IS a bit weird to give the Silo upgrade before its possible to afford it, though.
It raises an interesting design question: I've noticed people tend to max out their resources and get all upgrades before moving on to a new section of the game whenever possible. Then, when they unlock new stuff they already have the resources to buy any new upgrades instantly, which trivialises the importance/impact of the upgrades.
Ideally, I want a way to introduce new upgrades where the player can't already pay for them without some kind of new planning and work. E.g. when Party Slot is unlocked, you need 1000 wheat. To store that much wheat, though, you need the Upgraded Silo. But, to pay for that, you need 300 wood, so you first need the Upgraded Storage Shed. I think that makes an interesting chain of planning for the player. However, if the player has been maxing out every resource and upgrade as soon as it appears, instead, they can just buy the Party Slot as soon as it appears without much thought, reducing the significance of the upgrade to just a button click.
Not sure what the best approach to that is though, without forcing it - ideas welcomed!
Thanks, that's valuable help. I didn't know anyone to playtest the game, so this is really useful.
Hopefully those bugs are fixed now! You were definitely correct re: equipment. I was testing the game I realised it was odd to not be able to equip stuff yet. (I should also add a msg "You crafted a sword, it has been placed in storage" or something to also make that clearer.
I couldn't figure out hiring bug, though... THAT one is weird. On my local copy of the game, you can hire no problem. But I played through it on Itch and I couldn't hire anyone either (even though it was the exact same version).. very weird. Since it works locally I can't use the debugger unfortunately --- and then it magically started working again for no apparent reason... Hopefully it works on your end too!
If all else fails, a Hard Reset (from the settings menu) often fixes the weirder problems, usually stemming from a change to the objects structures. But that means losing all your hard work progress fighting all those skeletons! I've been trying to avoid resorting to that, but could be a last resort.
You are absolutely welcome to check back and provide any feedback or input, here in this post or on the game page/comments Really helps!! Thanks again for putting up with the bugs!
Thank you so much, this is excellent useful feedback!
Those bugs should definitely not be happening - coins shouldn't have been showing minus signs, and I could craft equipment last time I played. All you need to do is click on the item name.
Luckily I was easily able to replicate and thus fix the bugs. Crafting was easy fix - my last update added a skill check (some items have higher skill req.), but it failed if you have not yet learnt the skill at all (from trying to craft something at least once). The coin trading was completely borked up somehow, the code there is particularly messy - will need to do a complete rewrite later... but for now it seems to work again! I tested trades in all directions with 1/10 at a time and seemed to all add up.
The city-building idea isn't in the game yet, sadly, currently there's a small bunch of upgrades for the farm. However, I've definitely still go plans to flesh that side out more soon!
Edit: Had a quick look and the shin megami tensei battle system does look quite interesting. Looking forward to watching some videos on it more in-depth later, thanks for the tip!
Postmortem
This was my first time to really try to make a game. It was an old text-based RPG which is inspired by incremental type games! To keep things simple, it was entirely done using just JavaScript and HTML.
Success or Failure?
The game is more of a prototype. The incremental side needs fleshing out. It overall needs more content. But... it's a working, breathing, framework. You can: gather resources, explore caves, upgrade stuff, unlock new resources, fight monsters, craft weapons and armour, hire adventurers, and reach a final dungeon. I'd call that a success!
Breaking it down:
What Worked
I tried to make a game multiple times over the last 10 years. 10 years! I never succeeded. This time, for the first time, was different. Why?
There's probably no easy answer, but I'll try.
Keeping the interface simple - It's purely text-based, there are minimal graphics (basically just icons) and there is no animation or sound. The characters (adventurers, NPCs, etc) always just appear in a list, without sprites aside from a portrait. Fighting is just the characters' portraits, and nothing is animated, exploring dungeons is just an "explore" button with a percentage that goes up. Inventory is a fixed order list - so no inventory-tetris to worry about coding. With just a basic CSS, it still looks a bit like a game. I think it worked surprisingly well.
Not so much simple mechanics, rather implementing them simply - not sure how to explain this, but something I felt I really did (surprisingly) well is finding simple ways to implement my ideas. There's a lot of complexity under the hood, for example, combat-turn calculation system, a passive skill training system, a functioning currency exchange market, craft-able weapons/armour. However, combat turns are "instantly" displayed in a text log, skills/weapons/armour don't do anything more than flat atk/def bonus. Currency exchange is randomly generated. I think this turned out quite well, though. My only real regret, mechanics-wise, is not being able to make combat more than just "attack / defend".
Starting messy - A lot of people look back and say they didn't plan things out enough, and their code was too messy, and urge you not to do that. I say, if you are a beginner, you should! Rather than plan everything ahead, design notes on paper, and so on, I just started. Yes, the code was messy, and yes, sometimes I realised my approach sucked and had to rewrite stuff. But, I think this was valuable experience. When you are an absolute beginner, carefully planning ahead can make your scope too ambitious (because you don't understand what's technically feasible yet). By coding it straight out "by hand" first, it helped me to just try my ideas out and see how well something works (or doesn't). If something didn't work, it was much easier to figure out why. Only once ideas were concreted, my game code became modular.
Of course, this doesn't mean I think it'a a good approach. I just think it's useful for people doing first time projects to get started, and get their hands dirty. (It also depends on the type of project.) Once you're better at game design and coding, you probably should not take this approach.
What Didn't Work
The main things that I didn't complete properly was fleshing out the incremental side, and adding a narrative.
Two-games in one! - my idea to make something with RPG and incremental elements was good, but it was a mistake. It was actually making two games in one. And then a third game that ties them together. That was way too much work. I should have just chosen one, and stuck with that. As a result, the incremental side is poorly fleshed out, and doesn't tie that much into the RPG
My first post jam update began to address this, though. Lots of new craftable stuff that requires the incremental's resources and upgrades like "adding a party slot" which requires lots of wheat. Exploring also costs "food" (wheat), meaning now the incremental side is starting to fuel the RPG.
"code first, think later" - it was good to learn about code, but it's a short term solution. I should add that it only works in certain situations: RPG game design seemed to work pretty well, just thinking up ideas and dropping them in and see what happens, but incremental game design seems to require a more thought-out process, as everything needs to carefully interconnect. Narrative, likewise, and at least in this game, isn't something I could just add as I go. If I went back in time, thus I would strip my goal down to focusing on an RPG without much plot
But I'm happy with it. It just meant that my first game is more about learning to put something together and code, and ambitious story telling and a design-orientated approach will come in future games.
The Future
I definitely plan to continue on the game. I still have lots of ideas of things I want to add, including:
Feel free to try it out and check out the devlog at:
https://newretrogames.itch.io/incrementalrpg
Bonus: Next Game Jam
I also have plans for a future MyFirstGameJam game in Summer. I drafted an idea ages ago for a Monopoly style game called Minipoly, with the goal of addressing the hideous balance issues in the original (which were apparently intentional to demonstrate the horrors of capitalism), to make something more dynamic and much, much faster to play.
Hey there! My game is inspired by old school RPGs, with a dash of incremental/clicker games (though more on the RPG side). It's my first proper attempt to make a game:
https://newretrogames.itch.io/incrementalrpg
Being text-based and browser-based, it's really easy to whoosh through everything, and I want the final game to feel more "solid" and rewarding to get through, so...
I need help on: ways to make gameplay take longer but in a rewarding sense - without artificial difficulty or padding.
I know there's a LOT of content that still needs adding/fleshing out, and that the game is still an early prototype. But... thinking ahead, my feeling is that regardless, it will be too easy to breeze through the game content.
This is in part from my lack of game/design experience - I am good at coming up with ideas for things to add, but not so much on how to properly "gamify" them. I'd like the game to take longer, but preferably avoiding artificial padding, wait timers or other forced things like that. Rather, I want it to feel enjoyable and involving, like eating a good steak.. and rewarding when you finally make progress.
I have various ideas about how to do this, but not sure what's best! So would be good to hear ideas!
I'd like feedback on:
ps. It *should* run fine on android browsers (tested on iPhone and it doesnt, sorry!)
Update 10.5: Stealth Updatez
Manged to slip in a quick stealth update before the deadline:
Managed to quick-fix a couple bugs. Since crafting works, I removed the free starting items - now you have to craft them yourself first. To compensate, added a few weapons and armours to craft, so there's a slightly better range now. Technically, there's not much incentive to not just save up resources for the best equipment first, but at least the options are there.
The Future
The game is definitely more of a prototype than anything else, but I'm happy I got to create something that pretty much works. I can definitely work from the foundation I've built here, and although I will take a break to refresh, I hope to flesh it out quite a bit in future. Plans include, fleshing out the incremental side a lot more, and making combat much more interesting, and tying them together better.
Update 10: Ender: The Endening
Finally here. The biggest news: I did a test run of the game, from beginning to end (without devmode!) and it's winnable. It's WINNABLE. You can beat the game from beginning to end. Crafting also seems to work, so far. Haven't had time to test it, but looks promising:
Ok, there are massive narrative gaps and balance issues, but the foundation is set. I've never gotten this far before in making a game, ever, so it's a big achievement for me and couldn't be more pleased with myself. I will probably take a break for a few weeks after this, but definitely come back and flesh out the content. There's tons more I can add.
Final updates:
Known Unfinished Things
Crafting
It was a bit of a rush, but crafting works! There's a bug for complex items - when displaying materials, it shows "object", but rest assured the creation process does work (and if you dont have enough materials, it'll then tell you more clearly what you need and how much. Probably won't get time to implement more than that by tomorrow.
Oh, and you start the game with a range of gear - enough to beat the game directly, anyhow. Have fun!
Defend tweak
It was too easy before to endlessly defend in the first dungeon, losing 1HP a turn until you die, then heal and repeat, grinding your "Defense" skill quickly. I found myself doing it even though I made the game! Patient players can still grind, but it shouldn't be that powerful.
So, defend now gives decreasing returns, each time you use it consecutively, its reduced by 0.1 (10%), down to a lowest of 0.1 per turn. Just taking a 1 turn break will "reset" it.
Progression Smoothing
Stone and iron-ore discovery has been shifted to one step later. Instead of having stone automatically upon discovering the cave, now you have to explore the cave first to find stone. Likewise, once it becomes a mine, you then have to explore the mine to find iron ore.
After exploring the mine, instead of going straight to a classic dungeon, a tab called "Deeper" opens up, exploring deeper into the mine. You can encounter slimes here. Next, it changes to "Tunnels". Finally, once you finish exploring tunnels, the tab changes to "Dungeons" and proper dungeons open up.
Finally, the Party menu doesnt open up until you've reached these proper dungeons now.
This all pads it out a bit more nicely.
Exploring is still a bit overpowered. When exploring, there's a 3/4 chance for combat. But you still get some % of exploration added. It's lower than if there was no combat. However, its easily breakable. E.g., just enter combat at 1HP, die instantly, repeat. You lose all combats but each time gain a little %, up to 99%. Combat can't push exploration past 99% so you have to win at least one combat to beat a dungeon. It doesn't "break" the game, since you can repeat dungeons and farm for XP regardless.
Still, it's not the best. I'll probably have to rethink that system one day.
Most probably, I'll do something like I did with the defense tweak. Encounter rates are still high, and encounters still give some exploration %. But... each lost combat gives less exploration % - so entering combat, fleeing/dying and repeating will give less and less exploration %, down to 0%, so that you can't game the system. Winning a combat will reset the exploration % rate back to normal, and will also lower the encounter rate, so the chance of multiple combats in a row gets less and less. Dying or running from combat will increase the encounter rate, as well as lowering exploration gains. So basically, you will be far better off winning combats.
Next steps:
Possibly get a chance to fix and tweak small things before deadline
Write a postmortem in a day or two.
Take a break!
I uploaded a preview build! Check it out:
https://newretrogames.itch.io/incrementalrpg
Warning: have not tested it at all!
Update 9: Live Preview Online!
As I chip away at the final things I can implement before the deadline, a few small but important additions today. Armour was finally implemented, and more work was needed on the passive skills system, its more complex now, but arguably more interesting. But I really spent most of the time getting things working and fixing the inevitable bugs that resulted. I'm aiming for update 10 tomorrow to be the final game jam devlog :O
Latest progress:
Visual Tweaks
As mentioned, NPCs now appear on a list on the left side, regardless of location, making better use of empty space.
The tab will show the NPCs in the current "room". I plan to make this menu become also more context-sensitive, later, though. E.g. it could show other general actions you can perform, that dont fit into normal area of the tab that you are on.
Game interface with left menus all collapsed
With all left menus expanded
Skills
I fixed up the code so gaining skills is no longer hard-coded per skill (I generally hard-code it in one or two areas to "test" my idea, then I create a function and use that instead). This means that adding new skills is now easy and scalable. More importantly, I expanded the skills system a bit and pretty happy with how it works now. It's way more complex now, though in relatively subtle ways.
Like before, when you perform an action, the game checks if you have the related skill. If you have it, a bonus is applied and the skill gets XP. If you don't have it, you get the skill, but "untrained". However NOW, untrained skills incur a penalty, as opposed to trained skills giving you a bonus, to whatever you are doing. Furthermore, skills have a ton of other properties. Untrained skills can be more "difficult" to learn, begining at lower levels (-1, -2, etc), and start with lower -XP levels, meaning it takes longer to reach the holy Lv. 1 when you start getting bonuses instead of penalties.
Skills can also have differnt learning rates, basically the rate it gains XP while untrained, and training rates - the rate it gains XP after its trained. Generally speaking, the untrained XP gain is double that of the trained XP gain rate.
Skills also have different XP curves (affecting how much the XP requirement increases for each level).
This adds a ton of customisation to skills, and (to me, at least) makes them a lot more interesting and variable.
You can see it in action here, in the currency exchange menu. The [dev] info (only appears when "devmode=1") shows the underlying variables. The base rate is 100 copper to 1 bronze, with a market rate of 1.03 meaning its 103 copper to get 1 bronze at the moment (a pretty good deal!). But you are also deeply untrained in the "Trading" skill. The initial level of -2, with a penalty of 2 per untrained level, meaning the maximum penalty of -4 value to all trades.
In other words, for buying copper, it costs 4 more than the actual market rate. For selling bronze, you get 4 less than the actual market rate. Eventually, from lv.1 onward you'll get a bonus of +1 per trade instead, getting more bang for your buck when buying and selling.
Next steps
There's a ton of stuff to do really. But I'll do what I can by tomorrow. Critical things are:
If I can get those done tomorrow.. the game might actually be a "complete" experience. Basically a prototype, but hopefully an interesting one!
Update 8.5: More Currency & Skills + UI tweaks... and live preview online!
Well, we are almost there.. this will likely be the second-to-last main update!
Unfortunately, today I barely had much free time, so didn't really get much done. The game "works" but there are a lot of gaps that need to be filled in for narrative and progression. Hopefully tomorrow! Nonetheless, an older version of the game is online, in preparation for the final game jam update:
https://newretrogames.itch.io/incrementalrpg
That's the version from about 2 posts ago, but feel free to try it out and play around with the systems, and find the inevitable bugs that lurk there!
What's New
Visual Tweaks
Help info is contained in a default invisible div tag, and when you click the ?, it toggles whether that div is visible or hidden. Simple, but so effective. It's a nice way to give more info than a tooltip, but short of creating some sort of help manual. I will add a lot of these through the UI, which will be very helpful - especially since the narrative and game flow that would guide the player is not properly established, it makes the game actually sort of playable in the meantime.
Normal menu popup, with help text hidden.
After the help is toggled on.
Note also how the exchange rate for selling 10 Bronze is slightly different than the rate of 1:92 would suggest, due to rounding. For now, I like this, as it adds some variability to searching for good deals - sometimes the rounding will work in your favour and sometimes against you, depending on what trade you are looking to make at the time.
The nicest update for me though is the new menus. I created a "shadow" div, which you can see in the above pics, to make the menus look like they are floating above the main area, which helps to distinguish the menu from the main game stuff, and I found out you can do rounded borders in HTML, which makes really look like old school RPG menus a la Final Fantasy now!
Currency
The exchange system is fully implemented, with backward and forward exchange rates. You can trade 1 or 10 copper into bronze, and a market rate (as explained in my last post) is applied on top of the standard 100:1 base rate. Market rate randomly shifts, and is updated live in the currency exchange window (if its open). Backwards exchange rates work, but similar to real life, are always less value (in this case a flat rate of 25% less).
So if you want 100 bronze, for example, and were lucky enough to get it at the lowest possible market rate of 100:1 the cost is:
Exchanging back at this time, in theory would give you 10,000 copper back. But, for downwards conversions, with the 25% commission cost it ends up being 7,500 copper. Doh! A 2,500 loss. Just like real life, you don't always get back what you put in.
So instead, you hold on to your 100 bronze and wait for the maximum rate, which is 1.75 - or 175 copper for 1 bronze.
Exchanging 100 bronze back for this rate would get you 13,125 copper. Certainly, a lot less than the full 17,500 copper it's supposed to be worth - but look! - you only spent 10,000 copper for it originally. That means, a profit of 3,125 copper... all for doing nothing but waiting.
The rate is pure randomly generated every minute. A wishlist item would be to make the rate instead move in "points" much like real stocks and commodities, moving upwards or downwards over time, which, while still randomly calculated, would feel a lot more real. I might also need to tweak the 25% margin so that arbitrage is not too powerful, but for now it's good enough, and it's kind of cool to have an alternative source of money management.
Skills
Skills have been slightly fleshed out. Basically, when you perform an action associated with a skill, the game checks if you have that skill.
If you have the skill, it gets a small bit of XP (1-10pts). Your skill level (generally) boosts whatever action you are performing; the higher your skill level, the higher the benefit.
If you don't have the skill, things get more interesting. You receive a penalty to whatever you are doing, but the skill gets added... but it's "untrained" and doesn't yet appear in your skill list. It is saved as lv. 0 and starts with -100 to -50 XP. You have to gain enough XP to not only pass 0 XP but get to +100XP and reach lv. 1. At that point, you have the skill officially, the game tells you that you've learned the skill and it starts appearing in your skill list. Current skills:
Both the player and adventurers can gain skills, later I will make it so workers also gain skills. Later I will have skill levels for Swords, Daggers, and armours and so on. Lots of potential here, such as a skill tree. E.g. once you get lv. 10 in Swords, it unlocks the duel wielding skill, enabling you to equip two weapons. I can also make a skill that adjusts the base market rate, e.g. down to 90:1, so that you always get better rates.
Hey there, got a question about submission rules.
If we submit our game page before the jam ends, are we allowed to re-submit an updated version before the deadline? Or is it strictly a "one submission only" rule?
E.g. if I submit today, and some people play it and give feedback/find bugs, can I fix them and re-upload before the jam ends on Saturday?
Sorry if this has been asked elsewhere, didn't find it on the info/FAQ pages!
Nice work on getting this far! Been very interesting reading about how to approach narrative. I like how this approach, can have a linear conclusion yet allow a freedom of explore the narrative, which in itself can shape ones interpretation of the overall story.
I think less people stop by on my page too, so perhaps like you say, everyone is in The Crunch! I think also as things get closer people are rather waiting for the big release!