So, I tried this out yesterday, and I had a pretty good time with it (got captured trying to hold Henry House Hill, but I got a colonelcy out of it so it could have been worse). I donāt have a lot of suggestions at the moment, and I think the fundamental structure is sound for a compact little single-battle experience, but I do think there could be a bit more breadth of choice and reactivity there, as well as maybe some better feedback on some of your choices.
One thing which I got told very early on when it came to designing for Choicescript is to try to make every choice have at least three options, so a narrative doesnāt seem too restrictive or binary. A good example, I think, is how you only offer two backgrounds. While being able to choose between a West-Pointer and a local politician lets the player experience of basically two of the most common ways someone could find themselves an officer in the Volunteers, I think the options are still a bit too restrictive, and that youāre leaving some options on the table that could be used to explore some of the other elements of the American Civil War.
Consider, for example, a third origin: a 48er, who fought for Kossuth, or Hecker, and therefore has more of a grasp of warfare than the civilian (especially if they previously served in a ārealā European army), but less of an understanding of the theory than a West-Pointer. In addition, itād give you a chance to show the perspective of a relatively recent immigrant, representative of the hundreds of thousands who eventually fought for the government. I know youāve ruled out the idea of a Freedman officer for authenticity reasons, but 48ers were a major source of recruits - including officers - for the Union, and the fact that most of them were diehard radical-liberals or socialists meant that they had an ideological fervour for the cause of abolition which a lot of their compatriots might have lacked.
A second suggestion Iād like to make related to reactivity: one of my issues with the game as written right now is that a lot of the choices you make are done without a lot of context as to their potential implications and consequences. You arenāt really given a lot of information to make informed decisions. Iām assuming this is to replicate the fog of war, and to allow players to take actions that might seem a good idea at the time.
What Iād suggest doing is peeling back some of this fog of war specifically for the origins who have a grasp on the relevant field of expertise. That way, a West-Pointer might be able to grasp the military situation more easily (and thus, have a player who gets provided with more complete descriptions of what the options in front of them actually mean) while a Politician might be more able to read what his men are thinking and how close they are to breaking at any given moment.
Iām mostly just spitballing here. Feel free to take or leave anything Iāve just said. Itās a good little game already, and Iām looking forward to release.