This seems like a much better starting point. The first half feels like it risks evoking some unmentionable tropes not suitable at all for the target audience, but the target audience is extremely unlikely to know these tropes unless they’re, like me, also the kind of audience that would find this a plus rather than a downside (the two type-of-audience traits correlate—and they’re usually referred to with only one common category label).
As for the second half (i.e. once the three belief-icons pop up)… wow. I’m once again positively impressed by the thought you’re putting into both the game design and player experience.
Based on this so far, if I had this game in front of me I would be very intrigued and would quite want to play it, though I can’t tell how much the aforementioned trope pattern-matching (and past experience relating to those) accounts for that ;)
This seems like a much better starting point. The first half feels like it risks evoking some unmentionable tropes not suitable at all for the target audience, but the target audience is extremely unlikely to know these tropes unless they’re, like me, also the kind of audience that would find this a plus rather than a downside (the two type-of-audience traits correlate—and they’re usually referred to with only one common category label).
As for the second half (i.e. once the three belief-icons pop up)… wow. I’m once again positively impressed by the thought you’re putting into both the game design and player experience.
Based on this so far, if I had this game in front of me I would be very intrigued and would quite want to play it, though I can’t tell how much the aforementioned trope pattern-matching (and past experience relating to those) accounts for that ;)