Sorry. I should have done this already, but I’ve been out of touch for a few days.
1.) Did you play through the game in Opportunity or Pinned mode? Why did you choose that mode? Why did you like it better (if you did)?
Pinned mode. mostly because it was the default, but also because it seems to be less grindy to me. not sure if it’s actually less grindy or just seems so though.
2.) Which of the subplots did you choose? What did you like about them? What would you have liked more of?
I’ve already mentioned that I took the Harvestmen and mission plots. I liked them both, but as I’ve already mentioned, I think they’re too easily accessible compared to the other plots. making them harder to access will serve the same purpose as making the others easier.
One point I want to make here is that plots should probably give better directions about where you are supposed to go next. In the mission plot, specifically, there’s a point where you are chasing someone (no names here, because spoilers), and you need to change your location. and nowhere in the plot, as far as I’ve been able to see, are there directions about where you are supposed to go.
3.) There are several places where “Must” cards are used, most significantly during The Ministry of Black Powder. Did you find the “Must” cards enhanced your experience? Or did they detract from it?
I love the “must” cards. they’re really cool, and give a very nice feel of urgency to the plot. However, I think that these cards should be visible even if you don’t meet the requirements for them to fire. especially when you are sent to the train station in the Ministry plot, and if you don’t have the required qualities, you can’t actually see anything, and the automatic response from the player is “wait, did I read it right? am I in the right place? what now?”.
If making the must card itself visible isn’t an option (and I can see why it might be a problem), then maybe add a “placeholder” card to the game that shows when you are in the location with the required Ministry quality but without the required styles, that will say something like “you can’t seem to find anything here. maybe you should come back later”. that way, the player knows they’re in the right place, but can understand that he’s missing something before he can continues.
and, of course, the placeholder itself doesn’t get played, because as soon as the player enters the location with the required qualities, the “must” card fires. the placeholder should, of course, have a play option that does nothing to prevent a “stuck” card in Opportunity mode.
4.) Balancing Zero Summer between “too grindy” and “not game-y enough” has been a challenge. Did you feel the mechanics properly supported the narrative, or did the mechanics get in the way?
I didn’t find it at all grindy. the mechanics seem to mesh seamlessly into the narative
5.) It’s also been a challenge to balance Zero Summer between “too wordy” and “not enough details.”* Did you feel like the game was too wordy? Or too light on descriptive details?
I like wordy, so I like the way the game is now. but it’s kind of on the limit for this sort of media.
6.) What plot points did you like best? What would you like to see more of? What didn’t you see that you were looking forward to?
I’m looking forward to the rabbits. I also like the main plot and the Harvestmen very much and want to see how it continues.
7.) Have you won any money at Tall Saul’s? Because I know a certain design team who could really use some NorteAmericano dollars. You know. For design team stuff.
I haven’t won any money. but I haven’t tried very hard