IntroductionAs part of the transition from Goddess Maker A.2 to A.3, one of my objectives is to make the gameplay feel less grindy, going as far as to rework the current progression model to a project-based one that includes a tech tree of sorts to model the open development progression.And as part of this overall revamp, I noticed that the game’s brainstorming mechanic as of A.2.2 is no longer desirable, as it is very “clicky” in its progression and not serving much additional purpose.So in this big transition period, I wish to rework the brainstorming mechanic to be more dynamic of a feature by encouraging the player to think before clicking it or at least limiting its usage for the greater overall pacing.
There are two proposals I’ve thought up to rework the brainstorming mechanic that I wish to see the community’s input on:1: A hard limit of one idea per work shift to ensure appropriate pacing (perhaps unlocking it when one’s mental capacity can accumulate a higher workload).2: An anxiety mechanic where overburdening the lab with ideas adds a temporary “burnout” status effect that penalizes research performance in exchange for a higher diversity of research opportunities (similarly loosening the rate that the status effect is inflicted as one’s mental capacity goes up in order to show that one has become more intelligent and so can handle more without affecting their mental state).3: Keep as is, albeit the poor pacing.Proposal 2 is what I wish to implement; however, I feel it may go against the spirit of one’s willingness to progress, as the consequences of continuously moving forward may be too harsh, even though it’s thematically appropriate when considering the “human” aspect of the “Lab of God” game section.Note that in A.3, brainstorming only covers the competency research ideas, experiment ideas, and niche ideas, as the purchase ideas are moved to after work and the remaining other ideas are moved to the new “Morning Meetings” where Imperatives, Planning Initiatives, and New Projects are discussed and drafted.
Also, I suppose I could share a status update on A.3’s development...There are four aspects of A.3 that I feel are necessary to complete before release:1: Permanent Growth (Revamping Permanent Height Growth, Adding an Abridged Permanent Intelligence Growth, & Outlining the Progression Path of the Other Attributes)2: Player-Partner Leadership (Management and Subordinate Mechanics, Diverse Relationship Additions, & Special Events)3: Tech Development (Finishing the Full 12-Month Multilinear Scientific Progression, Project Hand Holding, & Tech Tree)4: Expanding the Story to Month 3 (New Dream Events, Corporation/Shakers Arc, & General “Lab of God” Story Outline Finalization)In all these categories, much progress has been accomplished.“Tech Development” is the closest one to being completed since it serves as the all-encompassing base for completing the others in a definitive sense and is my current, yet time consuming, focus.