So, I dabbled with this for a bit today. “Steady Beacon 98” made it to #4 with a max of like 90 tiles or something. The biggest problem I found was I have no idea what was happening.
You say the intro was reduced from 8 paragraphs to 4 steps. This is great for reducing onboarding friction, but there needs to be some fuller explanation somewhere, a flat explanation of the mechanics of the game. How often “she” gets to move (every 10 seconds, I think?), how that expansion works, how those “targeted attacks” are determined, etc. And it should be in plain language, not the “every storey she takes she raises as her own cold cube in the void cell beside it” prose that’s great for the front end but terrible for the manual.
So, I dabbled with this for a bit today. “Steady Beacon 98” made it to #4 with a max of like 90 tiles or something. The biggest problem I found was I have no idea what was happening.
You say the intro was reduced from 8 paragraphs to 4 steps. This is great for reducing onboarding friction, but there needs to be some fuller explanation somewhere, a flat explanation of the mechanics of the game. How often “she” gets to move (every 10 seconds, I think?), how that expansion works, how those “targeted attacks” are determined, etc. And it should be in plain language, not the “every storey she takes she raises as her own cold cube in the void cell beside it” prose that’s great for the front end but terrible for the manual.