@Frogs (some of the issues you raised are discussed in other replies below). I do agree that one of the best paths (my own favourite) is to start a hero, then turn “semi-villain” for love and pursue the SA. The Paladin Evil stat is a bug, hopefully corrected soon. Meeting again the side-kick or not depends on whether you go on to need him or not…
@Wolfsra Sorry if that came across the wrong way. If you want the longer story, I originally wanted to create a story where you had a hero that was bored by his daytime work (with boring colleagues, etc), with a boss shouting at him (think spiderman here), and who had to battle crime. Obviously, I achieved that… but then people started to complain those characters were bland (they were supposed to be so… when I worked in an office that is how I felt about those around me… they probably thought the same about me…). So, I tried to make them more interesting (as too many complained), but by that point the structure of the story made change more difficult. I could tear everything apart and re-write from scratch, but I feel that side of the story is “good enough” (not perfect… I know that). The question, as an author, at that point is: “This might not be perfect, but my motivation is out. Some people might have problems with it, others might love it. Is it good enough that the majority can have a decent time with it?” (also, bear in mind the complexity of the game already… given that it’s more of an open canvas than a detailed painting, many people can enjoy the freedom that the game brings?)
Then, many playtesters were asking to romance character A, B etc… so well, I thought, fine. That’s not the main point of the story (the first drafts had no RO at all… but, if you want to romance somebody, why should I prevent you? But, I didn’t want to write a different sequence for each character). I have often confessed that I don’t think I’m very good at writing RO at all! (but, if they were not there at all, people might be more upset?). Anyway, I am going to wait for the vote above a bit further… and then I might write 1-2 extra romance sequences (as I said above, I know this game is not perfect… given many structural problems it won’t ever ben, but I am intending to continue to polish it!)
So feedback and constructive criticism is welcome! (I am learning, and in my next game I am going to start character-building the RO from scratch… ).
I also agree some powers (combinations of powers) are OP. Actually, I feel that this depends on the path in the game, and this is to some extent by design. So, some powers will let you cruise in some parts of the game, and you’ll crash in others (assuming you are playing in normal difficulty). I wanted to give that sort of superhero feel… juggernaut is an all powerful villain, yet take away his helmet and zap, and telepath can take him down. My problem at this point is the inherent complexity in the game, whereas you can play it once, find it super-hard (or super-easy), and this changes the expectation of the player.
Regarding the ending… well, it’s the epilogue. Basically, for the second part I need to move the story forward, and this is the story of the stones after all. So, to continue on the story of what the stones are, I want to take the MC to where they come from. Thus, I need to “forcibly” remove them from Earth… I could have removed the Epilogue from the game, but then some people might complain there is no epilogue…
@Zeroken09 yes, I guess that Lyron is a bit harder to find, but I take your point that they are a bit neglected. I could have made them flippable… (I made some of them flippable). Just, as a writer it is more difficult to write them. The colleagues are all flippable, and I think ultimately this shows in the writing. I can’t “picture them” as clearly. Like, many of the other characters have fragments of friends of mine in them. So, I can relate to them a bit… the office workers are not like that… and I guess it shows.
And yes, if you don’t go for the SA path in the game I guess the sidequests do have a stronger impact in the overall perception of the game…