Fastfinge, thanks for your feedback! We really appreciate your thoughts.
None of it came off as insulting. We have done many passes on our timers to make them realistic and satisfying. The ultimate goal is to increase immersion, not take you out of the game. In fact, our most recent update decreased most of the timers from chapters 1 through 3 as we continued to apply feedback from our players.
A lot of how you're feeling, we addressed in a letter to Interactive Fiction guru Emily Short, in her post
$1. Let me post some of the relevant sections of our letter:
**About In-App Purchase and Business Models**
> You also commented about free-to-play, and I wanted to discuss this with you. We wanted the game to be accessible to as many people as possible. We’re just a 2 person, independent game studio, without a huge marketing budget, nor connections to Apple, to build out our brand. Without a budget, it is much easier to get people to try a free game than a paid app.
> After having worked in the mobile games industry for many years, we began with some design principles to ensure that f2p did not detract from the overall quality and experience of the game. The game is never pay-to-win, and you are never blocked from progress as a free user. All timers are designed to enhance the immersion and realism of the story, that you feel this other world is moving forward and things are happening in real time. We actually believe that the free users get the best experience of the story, and we test our game balance and pacing as free users to ensure it plays smoothly without use of premium currency.
**About Interactive Fiction/Comparing to Other Games**
> We developed these writing principles as we learned the craft of writing interactive fiction:
> * Choices should feel as though they impact the story. We worked hard to create different paths and interesting choices for the characters.
> * Choices affect the story, but no path is the “wrong” path. A lot of the stories we see right now are a single character trying to survive a single scenario. It’s entertaining, but we were looking for something deeper. We wanted each choice to create a different journey through the game, where decisions you make in early chapters can dramatically change what happens in future chapters. A whole city may be destroyed, some characters may live or die early on, and this completely changes some scenes late in the story.
There should be conflict, with a clear beginning, middle and end. Story structure still matters, even if your choices are changing the story.
> * Character relationships matter. On our whiteboard we wrote, “Break a promise to save the world, and that character may betray you later. Follow through on that promise, and lose an opportunity, but make a new friend.”
We don't say any of the above to discount what you're saying or feeling, fastfinge. How you feel is valid and we take it to heart.
We wanted to explain how we thought about the problem and what principles we use as we continue to update the game. Our first version of the game had 20,000 words, and now we have 10x the content with 200,000 words, so believe us when we're prepared to keep listening to feedback and making the game better.
Thanks!