What was I meant to do. I got a stick and was told to break things, I broke everything I could and then nothing. Literally have no idea what I was meant to do.
This is intentional. My idea is for the game to give the player as little guidance as possible, only telling the player what their tools are and not what they should do with those tools. (Ideally, even that would be as subtle as possible while remaining reasonably clear, probably like interacting and breaking are.) Thus, the question should never be what you're 'supposed' to do but what you can do.
That said, I readily admit that the way the game currently goes about emphasizing that aspect is rather lacking. Most of my focus was on the polish and API strength, so the actual implementation of the plot unfortunately didn't get the attention it probably should have. I do hope to improve that in the future, though, once I acquire a better vision of how the game would be structured overall (more like Warcraft III or Zelda, perhaps?).
What was I meant to do. I got a stick and was told to break things, I broke everything I could and then nothing. Literally have no idea what I was meant to do.
This is intentional. My idea is for the game to give the player as little guidance as possible, only telling the player what their tools are and not what they should do with those tools. (Ideally, even that would be as subtle as possible while remaining reasonably clear, probably like interacting and breaking are.) Thus, the question should never be what you're 'supposed' to do but what you can do.
That said, I readily admit that the way the game currently goes about emphasizing that aspect is rather lacking. Most of my focus was on the polish and API strength, so the actual implementation of the plot unfortunately didn't get the attention it probably should have. I do hope to improve that in the future, though, once I acquire a better vision of how the game would be structured overall (more like Warcraft III or Zelda, perhaps?).