With Cogmind I wanted to avoid all modal barriers to starting the game--you watch the intro and *bam* there you are in the world. So that means no start menu, and no prompts.
Interesting point. I mean it's obviously your call but on this:
Specifically with regard to reporting, all online features that send data are disabled by default because some people are extremely sensitive to that sort of thing.
I personally think that getting error reports is worth breaking that goal during alpha. The sensitivity issue is why I went with the prompting as an alternative suggestion here. I mean, I we did pay to be in this alpha, but I've always felt that if I'm going to participate in an alpha or beta I need to drop the consumer attitude and participate. Mind you, this is honestly the first time I've ever paid to be part of an alpha so maybe I'm just not familiar with how much of a headache it would be to expect players to send logs or opt out.
And actually, in the end many experts prefer this option to be on because it saves you a turn if you're fleeing pursuers that could otherwise fire on you before you've ascended (which would take a second action after actually moving onto the exit itself).
Yeah, tbh for beginners though I think the frustration of finding out they don't get to pick up their phat lewts is more of a disappointment than the possibility of dying because they had to take an extra turn (which honestly I doubt they'd even think about until they are expert at the game). Speaking as someone who is barely past being a beginner -- I die a lot, and it's fun -- if I ever die because I'm on the stairs that will be the day I swap that option, but for now my deaths seem to focus more on the being greedy and careless end of the spectrum.
That said, one possibility that popped into my head when you mentioned that reasoning.. Perhaps allow players to use <> from any space around the passage as long as there isn't anything in the way.
Yep, this one again is for beginners, as it's a way to teach them how the system works. It totally should be on by default, but if this happens automatically, new players will be less likely to quickly figure out that parts can be toggled, and must be active to work. (I'd love if it were on by default, because then I could free up the 'p' key for something more valuable/frequently used, but alas, it's too important that it remains as it is now.)
Yeah, don't disagree.
So thanks for the suggestions, though I'm looking at this from a very different perspective than a regular player might! Remember that with Cogmind I'm also trying to get people who've never even played a roguelike before to enjoy it. They can gradually work their way into the options menu and its many secrets
I will say one of the things I like most about this game is that while from a rogue-like players perspective it it clearly a roguelike, it almost feels like you had at most heard rumors that roguelikes existed and you researched them enough to hear about permadeath, but then got bored and just decided to make one. That's a gross exaggeration, but it doesn't feel as highly derivative. I've played some great roguelikes that were incredibly innovative, but I this is the first that I can recall playing that I can really see myself forgetting that I'm actually playing a roguelike.