00:00
00:00
MindTheGrease

Joined on 12/22/23

Level:
1
Exp Points:
8 / 20
Exp Rank:
> 100,000
Vote Power:
1.41 votes
Rank:
Civilian
Global Rank:
> 100,000
Blams:
0
Saves:
2
B/P Bonus:
0%
Whistle:
Normal

MindTheGrease's News

Posted by MindTheGrease - January 22nd, 2024


Update: version 0.8.3.7


​The bigger updates first..


  • Hunger and Stress stats
  • A fair few of you asked for player stats. (Known as Player Needs) So, here it is! Hunger and Stress. 
  • If the player does not eat, he will die and you'll have to start again.
  • The player will also get stressed. If the player is less stressed, they'll receive a higher wage at the end of the work day. If the player is more stressed, they'll receive less. (Note, DAC reputation still effects the wage as well)
  • The player can eat and take substances (to relieve stress) at the table in their house.
  • ​Furniture now has stats too! Yes, after being wrong about thinking cosmetic luxury was enough to want to buy furniture. I have added stats to furniture, they help slow the players stress. The better and more expensive items also give DAC reputation.
  • ​The tutorial has also been reworked to teach players about the new player stats.


​Fixes and minor changes


  • Items from the Post Office no longer give negative DAC Rep to help balance
  • Items from the Post Office have also had an increase in stats
  • Dialogue can now be skipped instead of having to wait for the text to be 'read' out. This can be achieved by pressing: A/D/Space


​Misc bug fixes


1

Posted by MindTheGrease - January 10th, 2024


I've compiled the current feedback as of (10/1/2024) and here's the run down:


iu_1144365_20396531.webp


what does this mean?


well, it means I can create the best version of Dear Edmund that I can, making a game solo leaves you incredibly blind to many aspects of the gameplay. But that's why every comment helps!


On a surface level, I was aiming for more 'Good' or 'Evil' style choices. why? Because I thought the simple aspect of the gameplay would suit the simple clear cut choices. However, I was wrong, most of you would prefer more subtle and ethical choices. Which is good to hear!


I enjoy the idea of giving Edmund more stats in the sense of personal wellbeing and potentially life stats, i.e; hunger. I'll be thinking of, and would like to hear your opinions on this, ways for personal upgrades to effect gameplay.

These can be things such as:


An expensive bed might; gain DAC respect, lower the chance of bedbug or make the player more rested, resulting in stat benefits.


Upgraded wallpaper might: gain DAC respect. decrease mould rate in the players house. Increase the players health, resulting in certain benefits.


Etc..


Regarding encounters at work


Many have finished the demo / the full length game. But have struggled to do so, which, is fine. It is not supposed to be easy. However, the effects of answering a question does need to be better balanced. This is something that'll need slight adjustment over time to get right. But it'll get there, with your help!


I'd also like to add an information box at the end of the day next to the stats that display any new events from the player choices. Such as why did the brothel have this impact? What happened after you agreed to let Jack carry out his deeds? etc


Current dialogue will be reviewed and altered to give more weight to the characters questions, there is a lot of dialogue in game so perhaps this is something else that'll be updated slowly along with bug fixes until finished. Any future characters will have the feedback in mind and will hopefully give the player a bit more to chew on.


Being able to choose what happens to your wage at the end of the day. A good idea, this could be a case of denying yourself the wage but it can go into the street budget pot or donated in return for a stat increase etc.


Player powers


A couple of you suggested the idea of having some sort of help, or a 'power' as such. This could be something like, bribing a DAC member so that the any decreases that might happen when the player sleeps, will not happen that night. Or perhaps the player will gain double Health rewards for the day of work. I like this idea, and I do think it could be good addition given the powers can only be used a maximum or 1 / 2 times for example.


--


All in all, I appreciate all of the feedback and i'll do my best to bring the suggestions to life.

Im grateful for all of the support Dear Edmund has received, and to all those who voted Dear Edmund as one of the best games of December. It means a lot.


Please leave any further suggestions or thoughts in the comments!


P.s, Despite many of you assuming the inspiration is from 'Papers, please' You'll be surprised to find out i've never actually played it! Although after the comments I feel I should probably give it a go, seems like something I'd be interested in, ay?


Cheers,

Rycky


3