The tutorial needs a small rework guaranteed. That much we can agree upon. However, I think the use of a tutorial should be discouraged by the developers. So here is my solution.
The tutorial should be available at any point but never forced by the game devs. In fact, I think it should be put under the help section instead of the main game mode selection. It should be available if people REALLY get stuck and need to actually see the process step by step for certain tasks. It should be more like an open room with several sections dedicated to individual problems and their solutions. That way if there is something specific a person struggles with, they only need to visit that one section.
I honestly think figuring out the stuff is half the fun. It forces the player to rely on contextual information to put the pieces together.
So instead of a tutorial, I would purpose a couple major changes.
-A user manual located in the base some place obvious (maybe also add it in the shop if lost but retain only the pages out find)
-An extension to the zero daily requirements in the beginning of the game (maybe start daily tasks on day three or something)
-Random daily requirements and generally more various kinds of requirements and maintenance things (but ease up on the intensity)
-The first daily requirement would be super simple, only requiring one signal (zero level), the tapes, one datapoint from a satellite dish (that's preset to be near by and maybe one or two additional easy requirements)
-You would get an email pointing to the location of the manual (to be found in a very obvious spot)
The user manual would initially be filled with a detailed explanation on all process, commands and how to do all the mini-games. Then throughout cleaning up the base, you get additional pages that point to secrets, bonuses, advanced processes, ect ect. You would get these pages, either by finding them or after several days you get a random page (if you haven't picked any up). Then you could also do some TUNIC kinda puzzles, where you have to reference multiple pages in the manual to get a code to open a door to progress a bit further. ect ect.
The main issue is wasting too much time, effort and energy in a game that demands consistent stream of attention to monitor stuff. I think if days were a tiny bit shorter, but with an extended grace period during the first two to three days (zero daily requirements), it would smooth over some learning curve bumps. Maybe have an introduction to requirements day on day three. Asking for the bare minimum stuff. The tapes, one signal at zero level and one near by satellite dish data that's easy to get too. Then append at the bottom of the email, *read user manual in the security office for more information* or some other BS. Giving players information without cramming it down their throats.
When my brain actually functions and I connect the dots, my jaw dropped and I felt so DAM smart. When I realized that the names of the satellite dishs were just the NATO phonetic alphabet. It was an amazing feeling. Being thrown at a problem with no obvious solution or necessarily all the pieces? Liberating and peak game design. Hellish to begin with, but DAM is it so much more refreshing then ANYTHING I have recently played.
We are trained by most video games, that the solution to any problem in the immediate area can be found in the immediate area. Example? Zelda, use ____ item to solve this dungeons gimmick. I could list countless other games but you get the idea.
Go back to October 5, 1987, maniac mansion hit store shelves. A point and click adventure game with such incredible ass backwards logic and boundless possibilities, it pushed the limits on critical thinking. There are so so so SO many ways to get soft locked in that game. Not to mention that the game won't tell you your fucked. So unless you had nintendo power or some walk through, you could fuck yourself over and not even know it! However, the game is fucking awesome for that very reason. Its balls to the walls hard. It pushes your critical thinking and attention to detail to the limit. You have to play it, replay it and replay it like 10 times more before you learn where everything is, the requirements to get X items, the individual character skills necessary to get said items ect ect.
What makes it awesome is that critical thinking. Instead of most puzzle solving games that block you from making a dumb choice, maniac mansion says "sure, go ahead!". You start thinking things through instead of mashing everything with everything else. Oh, my end goal is this, therefore, I need to get this and this and this which means I need these skills, this that and the other and I need to insure that I setup this properly!
I guess my over arching point is, being left in the dark forces creative problem solving and forces logical contextual problems. The solution isn't a better tutorial or even a tutorial at all. Its conveying just enough info and forcing the player to learn to fill in the gaps. The only thing I looked up requesting the info from the satellite dishs.
Regardless, go listen to the maniac mansion theme on the NES. Holy fuck the sound track is so good.
BEANZBOYLIKESBEANZ
Recent community posts
I disagree, holding stuff isn't bad its just awkward. Once you get used to it, it actually gets quite intuitive and much easier to move stuff around. Some general tips:
If your trying to move a heavy object around, hold shift and tap e for like, a quarter of a second. You should see a thin white line connecting your cursor to the object. This lets you move stuff around SO MUCH EASIER!
While holding an object you want to sell (old monitor or chair ect), you can shift left click to put it into the drone sell bag. Meaning you can sell stuff you wouldn't have been able to normally.
Tap "e" then "r" to quickly put the item your looking at into your inventory. Clean up trash piles at lighting speed!
Story beats are WAY to easy to miss. I just did a blind playthrough of days 1-8 and I only saw the normal spooky stuff. I think a better solution would be to have story stuff happen in multiple locations around the map and delete the duplicate events once the player sees one instance of them.
As for your other point, honestly, I disagree. I think there should be MORE stuff outside the base and MORE minigames forcing the player out. The whole point of money is to spend it on either cleaning supplies/vanity, immediate necessary resources, preventative items (like fuses) or upgrades / upgrade modules. If you don't want to run around the map, buy upgrades to prevent stuff needing so much upkeep. This will give you ample time to pursue more stuff at the base.
Like a server upgrade is only 25$.
There are 24 satellites in total, 8 outer ones, 4 mid ones, 12 near ones.
You can upgrade each server 3 times.
For max satellite stability, its only 1800$
But you can heavily reduce the running around early game with just 300$
Outer 8, two upgrades each, that's 400$ Mid one upgrade each is 100$
So for 500$ you cut down your overhead running around by an insane amount!
With all the trash you sell that's practically nothing early game.
transmission upgrades cost 125$ and there are six slots for each. SO FUCKING USEFUL! Either split the diff on all of them or get comfortable running back and forth between one or two.
I honestly spend the majority of my money on these upgrades!
Skill issue lol
But on a more serious note, no your right it is hard figuring a lot of this out. I googled most of it but there should be a better way of explaining what's going on in game. Triangulating isn't hard, you just have to make sure the line between nodes is not touching the edges of the blips. Probably making your triangles too small. As for floppy/zip stuff, its easy if you know what your doing.
-Look at your email for the three satellites your supposed to visit
-Cross reference the names with the map for the order you should visit them in
-Go next door to your server room, look at the console
-sv.target (name of the satellite your wanting to visit) Example: sv.target tango
This sets your compass to point towards the satellite, meaning no more BS guessing, alternatively buy a map
-Grab a floppy disk with at least six uses on it (which you can see when plugging it into your computer)
-Drive to the salellite,
-Put the floppy into the server
-Look at the console
-sd.request aka get data and put it on the floppy
-sd.eject aka eject the floppy from the server
-sv.target (next satellite)
repeat all this twice
-sv.target reset to reset your target back to normal
-head back to base
-throw the floppy into your computer
-move data with the viewer tab
-eject floppy
-put the zip drive in
-move data with the viewer tab
-eject zip drive
PROFIT!
Also turn down the day speed to 0.7 and you will have a much easier time managing stuff.
Also try ambiance mode if you don't want to be interrupted by spooky stuff every five seconds.
Can we get a setting to turn off daily deliveries?
While I know it doesn't cost me anything, I hate getting free stuff.
I would much prefer to earn everything.
Then spend my points on drives, reels, MRIs ect ect.
Thus forcing me to balance what I spend money on.
Also stops the daily grabbing of items from the drone.
I literally can't fit anymore MRIs in my fridge... PLEASE HELP!
Multiplayer would be awesome too but I get how it would be a hard system to manage with the time skipping and stuff.
Maybe all players need to sleep to fast forward time?
Any person sleeping while waiting for other players has reduced sleep effectivness?
Understandable! Wouldn't know much about drama because I am practically never online. The few things I do build and research are for friends and family. As for contributions, happy to research anything in particular for you. Like weird obscure bugs or tracking down weird SDK package info. Best of luck to you!
Discord: greg_26753
Absolutely! Take all the time you need man. Burnout is the fucking worst.
Let me know if there is anything I can do to help. I am currently out of a job, so I got free time. I got two majors, one in general engineering (concentrations in electrical engineering and computer engineering) and the other in computer science. I know very little on game development but if there's anything I can do to help smooth over stuff, I am all for it. I am certain I can either pull something together or at least help track down info on some more obscure programming shit.
Donated 50$, already had most of your content in the pack anyway but it's just so important to support independent developers like yourself. I will check back in two day to see what the remainder is. Whatever it is, gonna try and cover it.
God bless, and all that dog ✌️
I for one, absolute, CAN NOT WAIT! Freaking love soggy horror.
Would absolutely love to see more from you. I say, just keep adding. Don't worry about it being too much fluff or poor quality. I find that unless you just build out your framework, then just start slamming stuff in, you will completely fuck yourself on maxing quality over quantity.
Hey just download your thing. Looks amazing from the description and images! I do seem to be having a problem with the android instillation though. Seems like some instillation packages might be off. No worries about it though! I am certain you will fix it in time! And I can always just experience it through the windows instillation. I can't wait to see what you have built! Really excited!