It's a full time job dealing with people...
The hardest part of game dev isn’t design. It’s people.
Before I continue... This is a message about people in forums. I haven't had this problem with any of you on the Patreon. Well, maybe one or two of you.
Having to explain my design choices to random people who have never made a game before, multiple times a day, is exhausting.
Having to tell people what's in the update because they didn't want to read the change log, multiple times a day is exhausting.
Everyone telling me why their awesome idea should be in my game. Or their favorite kink... Is exhausting..
Let me clarify. I like hearing idea's. I love feedback if it's constructive. It's just when I explain my design choice to someone, and they continue to tell me why their idea would be better.
“Good idea” isn’t the same thing as “fits the game.”
A suggestion can be fun, hot, clever, even objectively cool… and still be a bad fit because:
it clashes with the tone
it breaks progression
it contradicts character writing
it makes other scenes nonsensical
it creates infinite edge cases
it explodes the codebase
it forces rewrites of systems that are already stable
People imagine features like stickers you slap onto a fridge.
Game dev is more like wiring a house.
You don’t “just add a room.” You add plumbing, electrical, load-bearing supports, inspections, and then fix the parts you accidentally broke two rooms away.
“It’s a small change” (that touches 12 systems)
What they don’t see is all the stuff attached to that:
time-of-day gating
location access rules
event flags and one-time logic
relationship stats and thresholds
quest dependencies
save compatibility
UI states that assume the old rules
tutorials that now lie to the player
“I didn’t read the changelog, so explain everything to me”
This one is pure stamina-drain.
Every update has notes. But you still get:
“What’s new?”
“How do I start the new content?”
“Why can’t I do X?”
“Game broken” (it’s a gate)
“No progression” (they’re at the end of current content)
And answering that calmly is part of the job, sure… but doing it ten times a day becomes unpaid customer support for people who didn’t want to spend 30 seconds reading.
So here’s my stance
I want feedback. I want ideas. I want bug reports.
But here’s the boundary:
If I explain why something is designed a certain way, that’s the answer.
Suggestions are welcome. Arguments aren’t.
I’m building a cohesive game with interconnected systems, not a “feature request simulator.”
Because every time I say yes to a random “awesome idea,” I’m also saying yes to:
extra complexity
more bugs
more testing
more rewrites
and slower updates for everyone
And I’d rather keep the game stable, expandable, and intentional than chase every shiny suggestion that sounds cool in a vacuum.
Comments (5)
I couldn't find the way to send you a private message so I will post my idea here. During Annika night bar shift she discover a hidden Gloryhole in the toilet bar, burning with curiosity she tries it to earn a few tips and corruption points. She start slow with a Handjob and can progress further as her corruption grow up. Hope you will see my idea and would like to know your thoughts about it.
I have thought about a glory hole in the bathroom. I haven't decided one way or the other yet because I'm not sure you'll have the ability to "move around freely" in the bar. The bar works basically as an event. So you don't have navigation really. Other than to the tables and back to the bar. So the thing about it is, I'd have to find a way to allow her navigation in the bar, code all that into the existing code, and find a way to make it work and make sense. It's in my list of things to try though.
Just keep doing what you're doing. It's your vision and story and you know better than anyone what will work and what won't. Some people don't think about that, all they care about is what they want. Too many devs fall into that trap and it all ends up falling apart.
Joy destroys Unhappy people
Just give em a thumbs up and ignore em
