Here's just a few thoughts on game design and audience.
In the past I've written quite a lot of prose (three novels, one screenplay, a book's worth of short stories) and when focusing on fiction, I've only ever really considered if what I'm writing is clear enough to the reader. Can you tell who is talking, that sort of thing. I've never been interested in feedback until a first draft is done, and even then I'd never consider changing any of the narrative in reaction to feedback.
My prose has always been very personal. I have a story I want to tell, and I tell it.
Working on Primitive, I'm surprised how much more open to feedback I am, and how much more I focus on the player's experience rather than the one single experience I want to create.
Consider the following 'puzzle' from the game:
Remember, that everything with the default texture renders pitch black in the final game. What I plan for the player here, is that they will attempt to cross this room towards the 'target' door (any time you see a door with a frame like the one in this screen, it is *always* the right way to go, even if it isn't always obvious how to reach it). Of course, since they can't see that there is actually a windy walkway over a pit, they will fall down into the pit.
From the bottom of the pit the underside of the walkway is brightly lit, and the turns are aligned with the stripes on the walls, so the player can hopefully remember where the path is and make their way across.
However, as I work on the game and replay sections, alternative solutions become obvious. Since the player can jump, the player doesn't need to follow the path at all, instead they can just go forwards and jump over the two gaps, using the lines on the wall to estimate where the holes are.
Instead of this making me want to redo the puzzle to make this 'solution' impossible, instead it has me planning how to *reward* the player that thinks outside of the box. My solution is going to be to include specific dialogue if the player gets through the environments in less obvious ways.
I *don't* want everyone to have the same experience, and I want the player to feel like they're having an interaction with the Creator, the God who has made this simple environment and who has made the player character. I figure if the game reacts to specific things the players do, they will feel more involved, and the Creator will feel more believable as a God, even if she's expressly going to let the player know that she isn't always watching them.
"I may be all seeing, but I'm not all paying attention."
Based on the feedback I've received so far, I've written specific dialogue to help prod the player in the right direction if people find something too obtuse. I've added specific modes for VR to try to help people who experience motion sickness in first person titles. I've tweaked the level design in places, based on things players have said.
I'm not trying to please everyone, that's not possible, but I'm surprised at how much I'm shaping this pet project in response to feedback. I mean, ultimately I'm making it because I want to. It's an idea I thought would be cool, and I have no idea if it really appeals to anyone else, but I want other people to play it, and I don't want it to just cater to me.
So. Anyways. Just some thoughts I wanted to put down somewhere.