I’ve always really felt like walkthroughs and hints are important for a game because I want people to be able to get through the game. Almost all game I’ve released have been in competition like IFComp or Spring Thing where there is a deadline for players to finish the games and a time crunch, so I’ve made a bunch of walkthroughs of various levels of detail as well as contextualized hints.
But now I’m working on a bigger game (goal is for it take at least 10 hours for even a really good player to beat), and it mostly puzzle-focused. It wouldn’t be too hard to write hints for it and I have walkthroughs (in the form of the testing commands I use). But I almost wonder if for something like this it would be better not to have hints or walkthroughs?
In my ideal world, I’d release the game in late 2024/early 2025 without hints or walkthroughs, most people who play it would be people connected to this forum/ifdb, and a couple of people would try it and post hints for each other, and maybe after a few months a walkthrough would get developed and published; that’s kind of what happened in the ‘old school’ times and I’m trying to make a game like Mulldoon Legacy or Jigsaw that echoes that time period by giving people a long game to chew on. I just imagine the target audience would enjoy the collaboration.
Does this sound reasonable? Or do you think that I should throw in a walkthrough and hints from the beginning?
Edit: And I plan on releasing it outside of comps, just a chill game for people to pick up whenever.