Zero Summer Discussion Thread

I did mean Kadir.

I just finished up Day 1, and I’m impressed. Some of the stories (e.g., Assisting Doc Roslyn) seemed a bit long, but the overall arc is amazing and I love this world. I can’t wait to reach Day 2 and explore the rest.

Glad you’re enjoying it CharlottePike! Thanks for the feedback. :)

DIRECTED FEEDBACK FOR DAY 1
(although as always we’re happy to hear whatever feedback you have in whatever way you want to give it!)




1.) What did you like? What was cool? Did any of it hit you emotionally? If so, what?


2.) What are you looking forward to most in Day 2?

3.) Which plots are you enjoying the most? What do you want to know about the world know that you’ve had a full Day of it?

4.) If you could have one additional thing in Zero Summer, what would it be? This could be a change to something existing, if you like.

5.) Other feedback!

More Feedback Time!

1.) The parts I liked the most were the sections of must cards that functioned akin to dialouge/action trees. The coolest bit was probably the ending to day 1 evening. That Got me really excited for what comes out next. As for emotional responses, the only thing I can think of is a sense of empathy with the governors aide. It felt somewhat poignant.

2.) I’m most looking forward to seeing what happens with all the various items you pick up from rare success and what not. I’m also somewhat interested if the woman you chose to dance the last dance with will have a significant impact.

3.) Harvestmen and the main storyline. I have a few issues with some portions of Harvestmen (two quality grinds in one time frame, and one of them a forced grind to boot?) But overall I find the idea intruiging. As for the world, I’m iterested in what exactly The Longest Day was. Given I feel I have a fairly understandable grasp of here I am now.

4.) I’d add more events involving ethical qualities, in order to better define the protagonist.

5.) I’m really enjoying this game so far and am proud to be one of the beta testers. Best of Luck in the world of the Season competition, and any future opportunities.
edited by Doomlewa on 10/3/2012
edited by Doomlewa on 10/3/2012

  1. I really liked the Postmaster’s right hand plot in the party. It gives the feeling that she knows a lot more then she’s saying, possibly even about the protagonist. Can’t wait to see how it goes next. the use of must cards is wonderful in this part, even better then during the morning content. And, of course, the ending was great, and I really want to know what’s next.

  2. I’m looking forward to just about everything. the subplots, the main plot, hopefully to more skunk brother antics. But I have to say that the harvestmen and main plot are the thing I’m looking for the most.

  3. Like I said, I’m really enjoying both the main plot and the harvestmen plot. I’d like to know more about what the hell happened to make the world the way it is, and more about the wall that was mentioned several times.

  4. more menace content. from what I’ve seen so far, there’s very little that raises the one menace we have, and there’s very little consequences to it, other right at the ending of day1/evening, and as far as I can tell that was a plot point, rather then a menace consequence.

  5. the first part of day1/evening, the party part, was rather monotonous. I’d suggest adding some more options to the opp. cards, so the players aren’t just repeating the same option over and over until they get the relevant quality high enough for the end branch. The dance card plot and the Postmaster’s Right Hand card were better done, for example, by giving the player more then one option, but the gambling and the Governor’s Aide were fairly boring, after the first couple of times.

Now live (or at least VISIBLE!):

A preview from our first Nex-locked content. We expect to release it later this month – but not too much later!

Feedback questions, yay.

[quote=Gordon Levine]
1.) What did you like? What was cool? Did any of it hit you emotionally? If so, what?[/quote]
The ending, as I said previously. Very interesting, exciting cliffhanger, and now I’m wondering more than ever about Santo Gurerro. The party was also interesting, though time limits always make me tense. Anything hit me emotionally? Eh, not particularly. I’ve only seen one “day” of the world, so I haven’t gotten too emotionally invested in it yet – but I suppose I will see what’s to come.

[quote=Gordon Levine]
2.) What are you looking forward to most in Day 2?[/quote]
A resolution to the cliffhanger!

[quote=Gordon Levine]
3.) Which plots are you enjoying the most? What do you want to know about the world know that you’ve had a full Day of it?[/quote]
All the plots seem quite interesting. The Harvestmen section of the current chapter definitely has my interest piqued, in particular. Though concerning new information, I really want to know [[color=#ffffff]how Pohoee has magic fire powers, and if I can get them myself[/color]]. And what is Villalobos playing at? (Also, of course, as with all post-apocalyptic-ish stories, I’m interested in finding out what caused the “Fall”.)

[quote=Gordon Levine]
4.) If you could have one additional thing in Zero Summer, what would it be? This could be a change to something existing, if you like.[/quote]
Hm, I dunno. It seems pretty good as-is. :-)

[quote]
A preview from our first Nex-locked content[/quote]
Interesting, but alas, I probably will not be able to purchase any of the Nex-locked stories anytime soon, as I am a poor student with no Paypal account. I’ll see how things turn out, though.
edited by Little The on 10/3/2012

Things are going to look a little weird until we figure out how to negotiate our Location Quality viz. the new Area topbar.


(This is mostly because there are a very few instances where Storylets depend on your Location Quality. We’ll get it figured out, but we don’t want to break anything before the World of the Season competition is over. You might see a new theme sometime in the near future, though…)

[quote=Little The]
Interesting, but alas, I probably will not be able to purchase any of the Nex-locked stories anytime soon, as I am a poor student with no Paypal account. I’ll see how things turn out, though.
edited by Little The on 10/3/2012[/quote]

There are those of us on the writing staff that absolutely feel your pain. Well, I have a Paypal account, but it’s an empty desert where no life has been for over a year. No fear, we’re committed to making the game awesome even if you never touch the Nex content.

We’re currently test-driving the Monograph theme. Please let us know if you have any strong feelings about it in either direction.

It looks quite lovely, I like it ^__^

I Concur, It looks quite nice.

I know I posted a preview yesterday – and I promise this is the last one for awhile – but look how delicious it is. And with the new Area bar on the top! If you get a chance, please take the time to thank FBG for putting together a really great suite of tools for the Vision release. They deserve it, big time.

My only recommendation so far is to have a way to remove grind cards from the deck when you level out of them. I wanted to finish helping the Skunk brothers before the evening, but I just keep drawing cards that had gone over the level cap for. That or add more options to these cards.

@Shadowcthulhu:

Thanks for your feedback! Grind cards are kind of a challenge in Story Nexus. To stop a card from appearing in the Opportunity deck, you need to make it unplayable – but if it’s unplayable, it can get stuck in your hand. I know it can be frustrating, but there’s not much we can do about it.

There’s also a certain conceptual charm about the diminishing returns on Actions spent on the Opportunity deck. If you’re drawing a hand and playing whatever you draw, you’re in good shape! But if you’re farming for a specific card, the grind-your-Styles efficiency of the Opportunity deck drops significantly.

As far as “add more options”: that’s part of the challenge/charm of episodic games like this. They’re always going to be “unfinished” for players at the content cap. My best suggestion is to sit tight: we’ll have Nex-locked content coming out in a couple of weeks, then the next chapter in the main story.

(And on the subject of the Skunk Brothers Farm specifically: it’s my partner’s favorite content piece and she’s also complained that it doesn’t come up every draw. But since it only has one cycle per Day/Time increment, it would get stuck in your hand much more easily than the Style Grind cards if we had them on the same frequency. [Right now, Skunk Brothers Farm comes up half as often as any of the grind cards.])

Hope that addresses some of your concerns. Thanks for playing!

1.) What did you like? What was cool? Did any of it hit you emotionally? If so, what?
Okay, I definitely liked the limited time for the evening. It had me panicking for a bit, as I was worried I wouldn’t get anything completed however I feel the your game with it’s flowing time and date system deserves at least occasionally sections where time is slipping beyond your grasp. It forces the players hand to chose what they value the most and focus on one storyline at a time or risk it all if they spread themselves too thin. Also made me worried about what would happen if I ignored the storyline options which appeared with time. The ending was superb. Growing more and more curious about allies.

2.) What are you looking forward to most in Day 2?
You left me on a bit of a cliffhanger, so that resolved would be on the top of my priorities.

3.) Which plots are you enjoying the most? What do you want to know about the world know that you’ve had a full Day of it?
I’m enjoy the Harvest-men the most. The main plot I know almost nothing about considering how much of it is focused around it. I think that the world has had some sort of technological disaster, considered some choice words the engineer has said. Monsters are most likely some sort of mutants, biological warfare? I can speculate for a while however I don’t know enough for my liking so I will have to hang around for more.

4.) If you could have one additional thing in Zero Summer, what would it be? This could be a change to something existing, if you like.
Bounty boards? I don’t know really haven’t given it much thought, but I wouldn’t mind setting up my own household. Fill it with supplies et al which allow me to undertake extra adventures…

5.) Other feedback!
Wonderful writing, good idea and a hint of mystery. The writing is what holds this together quite well, the mechanics are solid and are showing a bit of good intuition and invention but aren’t very exciting at times (I don’t mean this in a bad way, they are stable, and have a lot of room for modification). Plot points interest me. And would like to be able to get more things at the market as it feels a bit empty apart from Absolom at the moment.

The Wall Market is kind of an interesting challenge. We aren’t sure what we’re going to do with it yet. What would you all like to see? More opportunities to buy and sell? More to barter? And what kinds of things would you like to buy, given that items can’t currently enhance your Styles?

Today’s the last day to use our pretty excellent access code. Why skip the chance to get free digital whiskey? Play today!

So some things happened IRL that put me far behind the pace the beta is moving; I’m currently on Day 1, Afternoon, I’ve been enjoying the story, but now I’m stuck.

I just finished catching Tommy. My screen starts off like this:

“Like Rain Maybe there’s no blood on your hands per se, but Tommy’s going to jail for a long time – or worse…”

I then have one “choice,” called Cherries and Dark Chocolate, which requires Cityslicker 16. I’ve got no option to put aside this card to grind, and my Cityslicker is only at 15. Help!