- Mar 22, 2022
- 154
- 337
I've mentioned it before, but I'm similarly not a fan of my character automatically deciding to drink alcohol. It'd be one thing if she accidentally drank or was tricked into doing so or something, but it's an entirely different thing when my character just decides out of the blue to engage in behaviors that I have never had her do even once before. I quite like The Fixer as a sandbox-type game (currently, I'd place it as my second favorite behind DoL), but I feel a lot of the older dialogue and the mechanisms surrounding them are very messy (even textually) and a bit wonky in their current implementation, and there probably needs to be a fresh set of eyes going back over them and making some tweaks to how the main character does or doesn't decide to do certain things at some point (and/or just put a little more control in the hands of the player, even if it means manually making more decisions through prompts). The developer certainly has a lot of fun ideas, but it kind of seems like they usually have their hands in too many pots at once. Switching between working on like ten different things at once is probably more mentally stimulating than just grinding through and trying to "complete" one or two things, never mind the tedium of re-examining and cleaning up old work, so I get it when you're just a one-man developer, but it seems like there's too much that never actually gets fully completed/realized (or even used at all), and that's not really ideal.
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