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Aqua Dawn Petal
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Thanks a lot for the feedback, anyone else feel free to post some as well.
I'm glad to see that I'm doing things right for the most part, the primary draws seem to be the art, characters, and puzzles.
Let me address some specific concerns pointed out:
>Less cuntpaste plox.
I assume you mean pasting the character into the backgrounds. I've been trying to do this less and less, sometimes I spend as long drawing the character as I do the background though. It's really an issue of speed vs quality updates, a lot of the time I don't want to draw a character just sitting there answering questions because the players asked a whole bunch of them and didn't suggest any actions.
>You update when I sleep. Derp.
I should really update more during the day. I try to but stuff keeps happening during the day. I'd actually rather do it then.
>Info about the world, but that's probably spoilers.
That's pretty spoilery, I've always found that finding out about the world is most of the fun in a game.
>Fucking around for like ever with pointless shit for no reason at all. Like that thing above the well in "Face in the Sand".
That thing was actually something ploy relevant but I don't think anybody has thought about it yet. Also it's food+water for a few days. And players really love to dick around, I'm not one to stop them unless it's truly something pointless. I run it very much like my tabletop games, letting the players dick around is something I'm accustomed to because my players dick around a whole lot. Plus it feels like railroading if I don't let them do it.
>Pixel-hunting. Losing out on cool stuff for missing cracks or reflections kinda sucks, it also makes people search everything instead of going on.
The only thing I've really put in as a tiny pixel was the emerald, and people spotted that right away. I love hiding stuff in my quest, and I try to give subtle clues like a character looking somewhere, or pointing at something, or a shadow forming an arrow to a feature if it's something pretty cool. None of the secret stuff is integral to the main plot, it's just laignappe.
>Which leads to my only real complaint, the Quest occasionally feels slow.
This is really a problem all quests have, mine perhaps more so because of all the messing around I let people do. I don't like telling the PCs "guys stop doing X" because really they're free to go anywhere they want. Well, if they're outside anyway. I'm not sure how to prevent this.
>Close-ups of a person's face every time they talk.
This is usually because I don't feel like spending 30+minutes drawing a frame of a character answering questions, see above. I'm willing to take suggestions on how to do it differently though.
>Secrets. They smell of railroading. Unless you make up the secrets as you go along rather than plan them out, in which case what's the point?
How's that railroading? None of them are integral plot points, most of them are weapons or loot of some sort. Every now and then one will be a clue tangenital to the main plot, but nothing necessary. A lot of the loot/item ones I do make up when I figure out where the players are going. I actually make maps of the area before I start, where I plan out some secret locations, puzzles, etc. Explain the 'railroading" in more detail, I'm not understanding where you're coming from with that one.
>Plot. It seems to be taking a long time for the story to get anywhere. Maybe we shouldn't be skipping around between characters so much?
That's really up to the players. I always give a chance to stay with the same character or change.
>Blurry backgrounds.
Yeah this started with me trying to make things look nicer by using a soft edged brush on the shadows, and I'll get tired and use a giant one to draw stuff in that I shouldn't. I'm gonna try to stop doing this, it doesn't look good, going over some recent images.
>I hate how we're dumb and miss awesome secret things.
I'm not gonna stop putting them in there but I can't make /quest/ any smarter. They seem to miss a lot of more visible ones and get some of the more hidden ones.
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