

So, instead of just tweaking some aspects of Raibaru, I’ll have to tweak the overall experience itself. This means that, while changing some aspects of Raibaru, I’ll also have to change some other aspects of the game to keep it balanced.

I can already tell you the biggest challenge that I’m going to face: Raibaru needs to become “less unfair,” but at the same time, “Just run up to Osana and stab her” cannot become a valid strategy. I have a list of things that I hate about Raibaru, and I want to go down that list and fix every problem. My next goal is straightforward: I want to improve Raibaru as a game mechanic. As a result, it’s difficult to predict when this phase of the game’s development will “end.” However, there isn’t a clear finish line for stuff like “gathering feedback” or “improving the overall experience” or “replacing flawed mechanics.” All of these things are subjective, and every day, I identify another new thing that I’d like to improve, replace, or add. I can tell you when an elimination method is “finished” it’s finished when the feature is 100% functional. Made the corpse disposal process less tedious and more fun for the player.Identified flawed game mechanics and replaced them with improved mechanics.Gathered player feedback and used it to improve the overall experience of the demo.However, at this phase in the game’s development, the goals I’m trying to accomplish are much different in nature. Added the Rejection elimination method.For the majority of the game’s development, every “big milestone” has usually been a new feature.
