I personally think that getting error reports is worth breaking that goal during alpha.
I would agree with that sentiment for most games, actually. Though in the case of Cogmind, there are an
extremely low number of errors, quite different from what you find in a lot of other alpha games. That's because most of my testing is done via automation before I release an update, so I can catch and fix stuff much more quickly than players could, and most of that stuff never reaches players in the first place. I can have the game play itself thousands of times under extreme conditions, and this tends to weed out pretty much all the bad stuff so that only a subset of bugs--stuff that it really takes a human to find and describe--actually make it through, and those are the kinds of things that wouldn't appear in an error report anyway.
Thanks for your unprecedented jump into alpha, though
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.
Once you play more you'll see a greater number of instances where, yes, you would very well die if you stepped on the stairs and it didn't take you out immediately (or--slightly less anoying--you get another part shot off while running).
Narrow escapes are a thing; someone even won the game one turn before they would've died, and I've had it happen to me several times in various floors.
That said, just yesterday we were discussing this in the chat room, thinking about other modifications like removing it as an option altogether, and have it permanently on. I think that would be ideal, if not for the fact that under some scenarios you might have no choice but to step on an exit for whatever reason.
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.
Another interesting idea! We came up with several others as well, but I don't see any that are absolutely better than the status quo in every way, so I'm not really convinced a change is necessary here at this point. Maybe in the future, we'll see. My opinions on usability and options do shift as the player base grows and a greater number of different types of players join us.
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.
Hehe, interesting observation! I did find roguelikes a lot later than many contemporary developers did (2011, a year or so before the first version of Cogmind), during a period where I spent a lot of time playing DCSS and (to a lesser extent) about a dozen other roguelikes popular at the time. By then I'd already been playing everything
except roguelikes for a couple decades, and have design influences from all over the place, but my primary goal in game development (before even finding roguelikes) was to create something quite different from what already exists. Games started to really feel samey to me after such a long time playing them. Just reskins of previous concepts with an occasional new idea mixed in... So now I make my own entertainment, and others have joined along for the ride