My goal for these dimensions is around 200 actions to complete each one (I have fixed targets because a specific length of game was my main purpose in making this). I’m up to 171 now.
For my first two areas, I was uncertain what players would think of them, so I split them in half, tested the first half, and then wrote the second. After that, for the next 4 dimensions, I sketched out all the puzzles in a skeleton and then polished it all up one room at a time. Occasionally I felt like some puzzle was missing, but usually didn’t add anything.
This time though I planned on adding an angular momentum puzzle but I can’t really see how it’ll fit in (especially in a way that feels organic and fun, although I have thought of firing cannons from the top of the tower of london which was known as a major storehouse of gunpowder for decades), so instead of sketching everything out first I’m just going to start polishing now. I already have a lot of complex puzzles, so maybe instead of adding more arbitrarily I’ll just see where it would be natural (for instance, finding a way to get from island to island) and maybe add something along the way. I’m a bit sad because this is the last area I can just throw anything cool I think of; the joy of creativity is a lot of the fun of making this and soon it’ll be all narrowly-planned stuff from before.
The very last thing I’ll do is the opening, which I’ve worried about for a while. I don’t plan on making this game for new players, and instead want to focus on experienced IF players, but a game still has to communicate its general ‘vibe’ (how does conversation work? is searching everything important? what’s the overall structure?).
I recently re-wrote my review for 9:05 because my old review had 0 out of 9 helpful votes (basically I just said it was gross and I didn’t like it). Upon replay, I was struck with how clearly the game nudges you to type in certain things and try out certain actions, one reason I think it’s so popular to this day; it’s as helpful as a tutorial but much more organic. A phone is ringing; you need to answer it. You’re late for work, so you have to GET OUT of bed and GO to your living room. But you need clothes from the drawer, so you have to OPEN drawer. All of that is completely natural!
So I’ve been wanting to do the opening for my game in a similar way, a situation where anyone would naturally take certain actions. I also thought of The Art of Misdirection, which has one of the best openings ever in IF as you have to complete a magic shower that the PC knows how to do but you, the player, are clueless about.
So I’m thinking of starting with an anniversary party for the spaceship they’re on, celebrating some milestone (like 5 years from the destination out of a 30+ year flight). The game can start with the PC cutting cake and serving it/eating it, since that involves natural actions like taking a knife, cutting cake, eating cake, giving it to someone else, etc. and could naturally introduce the conversation system. Since the PC’s main job is being a storyteller, she could tell the story of herself and the ship (briefly), providing some basic background, and the party atmosphere would be a nice contrast with the asteroid strike that damages the ship.