If It Pleases the Court - WIP [Heart's Choice]

First off excellent game! I was incredibly interesting and I enjoyed it! I do think the stat checks are hard at points and I was confused when I failed but I had managed to get through demo well enough.
A couple things though. First off I was perusing a romance with Justine and while the platonic relationship went up and the romance seemed to be happening, the romance bar for her was not moving.
Also in chapter 6 I reached this screen and when I hit next an alert with something like “error code missing” popped up (sorry, didn’t get a screenshot of it) and the game froze when I closed it.

Just thought I would let you know!
Besides these few things, it was so much fun! It was an intriguing world and plenty of great characters and I really enjoyed matching wits with them!

@Jeeshadow1 – They might have been updating the game as you were playing it.

That is what it sounds like to me.

My apologies - my intent was not to offend. What some people do is put their preferred pronouns on their user info, so it is there. :slight_smile:

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If you mean me, it’s ‘they’ for the record.

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I happened to come across this while playing. Hope it helps :3

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It’s in the opening post, but I can add it there as well.

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Just finished it! Loved the setting and the opportunities. I’d add that stats can be a bit confusing, I know, in particular, that there were some options that would test the Thousand Faces skill, which I really don’t think were testing that skill. However, the one major gripe I have is that the game seems to be pushing me into a relationship with Charlotte. Maybe this is subjective on my part, and I understand that certain facets of the relationship are unavoidable, but with some opportunities the MC can express some very negative opinions of her, and with other choices we seem to at least have some respect for her.

That said, I really did like this, and look forward to seeing more!

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Thank you for adjusting and having such a wonderful attitude about it.

My post got a bit long so I put into rough sections:

  1. Here’s an overview of my stats:
Summary

Duelist: 0%
Chaleureuse: 35%
Belletrist: 0%
Keen Senses: 0%
Thousand Faces: 20%

Compassionate: 33% Circumspect: 67%
Performer: 81% Subdued: 19%
Blueblood: 69% Citizen: 31%
Romantic: 16% Seductive: 84%

  1. Here’s interpreting my stats and reflecting a little on how it affects gameplay:
Summary

I’ve played again until the middle of chapter 4. As before, I followed along the code so I knew what choices were boosting which stat (which isn’t what most players do, I assume). There was one choice I made early on which contradicted my stats, but aside from that I was going for the set-up you can see down below (I bought the pamphlet which sets blueblood %-20 even though I boosted blueblood after).

As you can see, I did get my performer over 80% and blueblood might have been high enough if not for that one choice. Aside from that I went for two skills again (I’m just drawn to it) - is the idea of the game to only pick one? My roleplay reasoning is that a spy should be fairly well-rounded. And the game does test you for several skills and traits. It might be a good idea to make it clear to the player if they need to specialize.

I quickly went over the code and the stats I have here would lead to failing the next 4 stat checks no matter which choice I would pick. Then seem to come some stat boosts so I can’t say for sure how it would look afterwards. For context, I stopped at the point when you’re in Jeanne’s apartment and can go look for evidence. The stat check before that I failed as well and the one before I had to say “I’m in Charlotte’s household” which also raised suspicion even if you pass, so it’s also kind of… a fail to me?

Now consider, that those are stats from a playthrough with code-checking. Since players later will play “blind” without the code, you should consider that their stats might be even more varied, maybe having bumped 3 - 4 skills and waffling between personality traits (I, for example, often wanted to make choices that would have bumped either romantic or seductive).

  1. And here’s some rambling on what I think about the story, and what I would like and which routes you could go:
Summary

In general, minor failures I respect. Example: Since I didn’t boost Belletrist, the love letter I wrote was not received well by Baudoin. But the major objective was still achieved and only the MC got embarrassed. That’s still a significant punishment to me though (I always go for the perfectionist route, it’s a special kind of hell).

To kind of round out my thoughts (this is a bit of a jumbled mess): I quite like the subject matter. Historical and political stories, especially combined with spies and intrigue, is right up my alley. I was / am (?) hoping from this story to be a badass spy, maybe not always get everything right, but be somewhat impressive in the end, achieving something others couldn’t even dream of. Since the stat checks are set rather high right now, I’m not having that experience. And that’s okay, too, I think, as long as the story prepares me for that. Honestly, it makes sense that you would fail in the beginning and make some silly mistakes. The embarrassment from the badly written letter is actually rather fitting in the story. And if it was part of the story, if the game - in a way - expected you to fail in the beginning. You could have an internal monologue reflecting on it, or Charlotte commenting/laughing about it, or even foreshadowing beforehand “Mistakes are to be expected” (or similar).

So what is the story actually supposed to be? Are you a spy who naturally kicks ass? Are you learning as you progress through the story?

Do tell me if I missed or misread something or should take another look at something else. I’m looking foward to seeing more of this story.

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The adjustments made in the first two chapters are definitely an improvement, and much more fair, but unless I’m missing something, the checks from Chapter 3 onward don’t actually seem to have changed very much, if at all; they’re still asking for 50+ in skills and 80+ in personality stats, both of which still seem very high.

But regarding the first two chapters, I do have a bit of additional feedback from a more analytic design perspective, which is, depending your intent, perhaps a bit subjective. However, I think it will, at the very least, help you in figuring out exactly what you expect from the player and how to go about facilitating your chosen design philosophy.

Summary (warning: even longer than the last one somehow)

For the purposes of this analysis, I’m only going to focus on Chapters 1 and 2, since—as I mentioned—Chapter 3 and beyond seem about the same, and therefore can’t be judged on the same merits.

So, the way you’re handling stat boosts, you’ve got a couple of %+20s, and then a few %+10s—one to start out, and then some stat boosts sprinkled throughout the way. Since I’m focusing only on the first two chapters, I’m going to focus just on the initial stat boosts, the two %+20s and the one %+10.

Right off the bat, one thing I notice is that one of the two starting %+20s cannot boost the same stat as the %+10—what this tells me is that you want the player to diversify, put focus on at least two different stats. However, the way you’ve set up the stat distribution does not always facilitate this diversification, since certain approaches are clearly better than others.

Given the setup of your initial stat boosts, the following scenarios are possible:

  • One stat receives two %+20s, bringing it to 36. Another stat receives the %+10, and is at 10.
  • The player spreads the three stat boosts between three different stats, so two are at 20, and one is at 10.
  • One stat receives one %+20 and one %+10, bringing it to 28. Another stat receives the remaining %+20, and is at 20.

In the first scenario, the player is primed to pass every skill check in the first two chapters for their primary skill. The problem, though, is that their secondary skill is now more or less useless until such time that another stat boost becomes available—as far as I can tell, there is only one skill check that passes when you have a value of 10 (Charlotte’s test, in which you can only use Chaleureuse or Thousand Faces), so a 10 in any other skill is functionally no different from 0. The player would feel, therefore, that they have wasted points on the latter skill, which I don’t think is the intent.

My personal feeling is that the solution is to include more low-level checks that would (in the early game, at least) require only 10, which will provide only paltry rewards, but still allow the player to feel good about having something they’re adequate at, but not proficient in. But if you’d rather have the player specialize so you can ramp up the difficulty later, there are solutions to that too (I’ll address that later on).

In the second scenario, the player has two skills they’re good, but not great at, which means they can pass mid-level stat checks without a problem, but will struggle with high-level checks later on. This is to be expected with a jack of all trades approach, and I think players can be reasonably expected to anticipate this when they choose that playstyle.

However, as with the previous scenario, this also sticks them with a useless tertiary stat stuck at 10. Again, I’d encourage you to give them something to use that skill on, even if it’s something very minor. I also worry that such a playstyle would be harshly punished in the mid to late game when even the player’s higher stats can’t keep up with the checks, which is why I’d personally encourage you to keep some low and mid-level checks even near the end, which may reward less, but still allow a player to feel like they’re capable of succeeding without too much specialization.

Finally, the third scenario, in which the player is allowed to take a more varied approach, splitting their attention between the two skills. This is objectively the best way to play, being a solid distribution of one primary stat and one secondary stat—in fact, given the two alternatives, I’d argue that this is the only good way to play, being that it’s the only way the player is allowed to make proper use of all the tools at their disposal.

Now, I’m not sure if that’s your intent—but if it is, my personal feeling is that you ought to make that more obvious, perhaps even cut out one of the stat boosts and just enforce the two-skill method, with one large boost and one smaller boost. In this case, you’d mostly remove the need to include low level skill checks, since the player ideally should only be juggling two stats that hover around the high to mid range. This might at times feel more restrictive and less interesting than a more versatile build, however (this coming from somebody who often likes to play jacks of all trades).

If you do decide to go this route, I’d also warn you that specialization could cause other problems with player experience, particularly with the way you’ve set things up, in which not all skills are available to use at all times. If a player chooses to invest in Duelist and Belletrist, they’re screwed during the information-gathering section of Chapter 2—this is where it would be useful to have a low-level skill check that they can pass if they have a 10 in one of the other skills, so they’re not locked into automatic failure for that section and instead get the chance to “scrape by” in their weaker areas, as it were.

Of course, you might also decide that a certain amount of failure is healthy for a player to experience at times, in which case you’ll have to balance that fine line between challenging and frustrating players. And as @rozane points out, you will need to make the expectation for failure more apparent to the player (I, too, was hoping to play as a more capable spy). But I’ll leave that up to you to decide.

TLDR: putting a %+10 into a skill without buffering it with a %+20 makes that skill almost entirely useless, and an objective waste of points unless you later invest more stat boosts into that skill (which would be wildly inefficient for other reasons). As such, the only effective way to play is to put your %+10 into a skill you’ve already put a %+20 into, which may not be your intent. Also a reminder to be mindful of the fact that there will be situations in which the player is unable to play to their strengths, given the choices available.

Hope this helps!

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Hm, I’ll check the files for 3 and 4, they should all be quite a bit lower than that. And I’ll be doing some tests with the tool Mary provided to tweak the stats overall to make sure every check is in some way passable. Once I find a better medium, I’ll upload changes for the other chapters.

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I’m part way through the game, so far I love the storyline. It’s so unusual to find a game about a badass group of females set in this period, and I’m living for it😄

I’ve noticed only one error so far which I’ve included above. Like everyone else, I also had extremely hard time passing skill checks later into the game. I have been exclusively picking Chaleureuse options whenever I’ve been able to bump it and have been failing checks. Despite the fact that I usually have to try for a perfect run through everytime. I appreciated the fail scenes too. I kinda like it better that too. Like the poem, that for some reason my character thought they should write, turned out horrible. I appreciate this funny scenes like that. I will definitely be waiting for this one to come out!

Can you make our MC a guy

Nah that’d be lame :yum:

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That would pretty much go against the premise of the game, I believe.

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I just saw this. The description is everything I wanted in a heart’s choice game.

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Please explain how so.

@jakkie See the below quote:

Heart’s Choice games are sometimes locked to a particular gender, and this is one of them. There are a huge amount of posts on the forum discussing pros and cons of gender locked games so I’d recommend having a look. This thread is for discussing this particular Heart’s Choice WIP.

Congratulations on the contract @SixFeetZen! I’d been eyeing this description up on the Upcoming Games thread and it looks just my cup of tea. I absolutely love court spy stories!

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Because so far, the game seems built around two things:

  • being a woman in a man’s world
  • same sex romance in a time period where such thing could be seen as scandalous (though we have yet to hit Victorian levels)

Arguably, the second part could be ‘fixed’ if the author wrote male LIs, but that’s not the direction the project is taking. Making the change would overall weaken the narration’s theme, and thus isn’t worth it. Honestly, female-locked games are rare enough compared to male-locked ones, despite the fact that I do find it easier to make something with the gender-lock. I do understand that might not be the cup of tea of everyone, but I believe that there are enough games to scratch your itch if that’s the case.

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The game is genderlocked, full stop. Just like several of our Heart’s Choice games. It’s not up for discussion. Further comments about it will be deleted.

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Besides what others pointed out (a bit unbalanced stat checks, french names for stats being confusing) the game is great and i can’t wait to buy it.

I just wanted to mention that in polish, in many cases end of surname changes depending on the sex of the person we are addressing, so it should be “Lady Wiśniewska” instead of “Lady Wiśniewski” (like for example there is Marie Skłodowska-Curie).As a native speaker it just really stood out for me every time she was addressed in a game.

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I double-checked this with a Polish friend of mine and you’re correct! I’ll get this fixed in the next build.

Currently, I’m adapting/updating all the stats to make sure they can be hit across the board. I’ll have fixed numbers in this week for folks to play.

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