neuropsy wrote:No problem! Developing visual novels, especially when you're mostly going solo, is tough, but I know that in the end the satisfaction of creating a game for people to enjoy will make the stress worth it.
I think it's fine to keep the plot description vague, especially for a mystery game. What stood out to me the most in your post was the concept of the Sanity Meter, and a mechanic like that can make up for ambiguity in a synopsis. Maybe something you could do for a future edit would be to show the a screenshot of a scene that heavily features it, vague enough to not give any spoilers but telling enough to really showcase the psychological themes of this game.
I hear you on the being aimless part. I'm probably gonna attempt the puzzles since I know they'll be a walkthrough; hopefully my brain decides to work at that point. But mostly I'll be really engaged in seeing how sane I could keep Sam as I unravel this mystery >3 (yes, I know I keep mentioning the sanity meter...but it sounds so interesting!)
I'm glad you like the Sanity Meter idea, neuropsy! I actually call it 'Psyche', it's essentially the health bar for my game. It's kind of a combination of punishing the player for doing terrible things (which you are free to do in certain key interactions), and a decreasing ability to defend yourself in desperate situations if the need calls for it.
I'd like to see how people respond to it in the first chapter. Personally, I don't like to be punished when I'm playing a game, and I am aiming to minimize this impact, but I think it is a good way to intensify the gameplay a little.
And yeah, I have really been enjoying working on this game. :)