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Feedback wanted - Game start + initial instructions

A topic by RATASOFTWARE.INC created Apr 12, 2026 Views: 166 Replies: 4
Viewing posts 1 to 3

In this video, we see the beginning of the game, where the player picks up the instruction manual that will guide them through the game's mechanics. Once we've made sure the player has the manual, we let the story begin... 

What do you think? Are the instructions clear? Are the mechanics fair...?

(1 edit) (+2)

The instructions are clear, but you're asking me to pay a heavy cognitive price to parse them.
You have a lot of active keys. I think showing a keyboard, with the keys highlighted and explanations attached, would be easier.
The mechanical explanations are clear but quite verbose. Unless you're purposefully text-forward, I would condense all of this into an explanation of "here are values that kill you when they reach 5", and [item icon]:[effect icon][op][value] for the rest, like [cigarettes icon]:[madness icon]-1. So 2 cards altogether, + the keyboard.

Thanks man for you feedback, have to think about this!!! 😘

(+1)

To read the book, he just take, player needs to press 5 buttons. And first button (open menu) is not obvous for players who doesn't play these type of games often.
I think, it'll be a good idea, to make 'I' as hotkey for Inventory, and after taking book, show hint: "Press 'I' to open inventory..." or something like that. Anyway, inventory is an important part of the game isn't it? So, hotkey would be good idea.

'I' as hotkey to open inventory is a great idea!!! 

I will put a message when the player takes the book, saying "Press I to open Inventory". The message will only display this time, with the first item. Maybe I will make the manual more simple, as another mate said...

Thanks for the advice! 😘