@grimw0lf Good point! Post-mortem, we also figured that it would be good to have a visual indicator of the trait counts so it's easier to keep track of how many "humor", "mood" etc developers you've had working on the project. Although at the moment, if you manage to max out the Features, AudioVisual, and Polish bars, it doesn't really matter what traits you had for developers :sweat_smile:
@unless-games
>I think the role icons should be on the description list to make it more clear what is what
You aren't the only one confused! Actually, there are no role icons - the icons you see in the description/dialogue are traits like "humor" and "mood", which modestly boost those scores of your final game (see above response to @grimw0lf) Definitely could have made the function of these more obvious :sweat_smile:
>While the inner world navigating is pretty cool stylistically, I think it actually distracts from making meaningful choices. Iâd be curious to see the game with all the candidates laid out clearly, right now I think the player is more likely to just hire whoever comes first out of time pressure.
Good points - the "slow reader mode" + "hard mode" is actually my preferred way of playing, which helps deal with this time pressure aspect while retaining the strategic elements of the game and punishing you for not setting up the pipelines correctly. "Slow reader mode" allows you to carefully read the descriptions of the spirits, which give you clues as to what their roles are and how competent they are. You are still in a "rush" to find the right candidates and it's no guarantee of winning/losing, but you no longer have to just spam spacebar and hope you caught the right keywords in the 0.2 seconds you spent looking at the text.
Also, the theming of the game is you have to wander Hell a bit to find team members, sifting through varying levels of (in)competency. Of course we could just have a portal that opens and there are 7 candidates presented to you and you can pick the ones you think you need, but then we would have to figure out a different way of "gamifying" that - since if you know all the candidates and skill levels, the game becomes quite trivial.
>Maybe it would be nice to be able to let go some summons.
We made it so that you are "stuck" with summons to add to the risk/reward aspect - if you end up with an intern you just have to wait it out and read more carefully next time. However, IMHO the "Producer" (the whip demon) is a little under-powered. It would be a nice feature if summoning them temporarily granted you the ability to "burn off" summons you don't want.