So do most CoGs. Shaping your character is what the early chapters are centrally about. But in the best games that’s generally done through scenes rich in action, rather than an expository prologue. Sounds like you’ve done a lot to move your game in that direction, but the feedback you’re getting might suggest it still needs to keep moving that way.
To make the game feel less railroady, add options. Try to make every choice block have at least 3 options, and try to end at least 3 in every 4 pages with a choice instead of a naked page break – choice rather than “Next Page” should be the clear norm. If you’re having the reader choose to go east or west, give them a choice of multiple motives for at least one of those options, to expand the choice beyond a binary. If you’ve just described a fantasy landscape, give the protagonist a choice of what they’re feeling or thinking rather than rolling on with a page break.
And that’s great – but do your best to throw in something vivid and memorable about the character as soon as you can, so the reader can have a mental “hook” for them beyond their name and basic physical characteristics, and hopefully get invested in them.
The not dying part is spot on. But that doesn’t mean your first choices should be low-stakes. You can find ways of giving them appropriate stakes; give a clear and exciting goal for the opening scene (escaping or navigating or acquiring or building something) and let failure be possible but interesting. If the opening scene’s only goal is a meta one (“let’s do character generation!”) it will drag, compared to a scene with a gripping in-narrative goal.
Interacting with the story is essential to popularity in this medium. Give people choices. Those choices may be “fake” in the originally intended sense of fake_choice, i.e. not changing a stat or anything but a bit of flavor text. That will still be more satisfying to the great majority of CoG readers.
In your game right now, there are lots of stat changes without choice – get to the bottom of the page and see Strength +1 or what have you before clicking the Next button. If you gave people a choice, even if that choice still led to Strength +1 no matter what they chose, you’d immediately cut your grumpy feedback by 80%.
I agree, fwiw…but even the harshest ones did generally give a clear sense of what they didn’t like,
I thought. May you have the blessing of thick writerly skin as you take their comments on board, and I hope the harshness of tone eases up.
No. Some readers do like gender-variable text, but they’re massively outnumbered by the readers who are just happy to be able to play under their own pronouns.
This is a hard balance to get right in any fiction–if I don’t know the main character’s purpose, why do I the reader care about their actions?–and even more so in IF, where you’re asking the reader to make choices for the protagonist without understanding their driving motivation.
A couple possible ways to get round the problem: (1) give the character a clear and gripping sub-goal (steal the Macguffin, even though we only get hints as to why you want the Macguffin until Chapter 12) or (2) have the character’s actions/circumstances be so over-the-top outrageous (you’re the first person in ten thousand years to walk unarmed and blindfolded into the Bowels of Gnaacarax!) that the reader will hopefully be gripped until you reveal the reason for this crazy scenario in Ch 9.
At the end of the day, your style is your own. It’s good to be aware of the norms around adverbs etc. so that if you go purpler-than-normal, you’re doing so on purpose and to an intended effect.