Eki-Eki-Eki - Survey [v0.3] Results — page 1
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Eki-Eki-Eki - Survey [v0.3] Results


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First of all, 77 people filled out the survey. Thank you!

You gave me a lot to think about, so let’s get into it

Did you actually enjoy it?

Out of 77 people who answered:

12 - Yes, a little

46 - Yes

19 - Yes, it was awesome

Which means literally everyone who answered enjoyed the game at least somewhat. I will choose to ignore that people who didn't enjoy the game would probably ignore the survey and interpret this in the most scientifically irresponsible way possible:

100% SUCCESS

More importantly, most of the returning players said the game feels better than before, and only a few went with the "other" response.

That’s particularly nice to see because mana was quite an experiment.

New systems are impactful

After understanding the systems better:

32 rebuilt their brothel immediately

23 rebuilt it eventually

13 considered doing it

8 said nope

So 55 of you actually looked at your carefully constructed brothel and went:

"This is garbage. I know things now."

I actually like this result. It means the layers and mana affect how you build.

But it also tells me we need to either do a better job of explaining those systems, or, as games usually do, build a global map and level progression with a "try => learn => continue fresh in a new environment" loop.

DEEPER OR WIDER?

And now for probably my favourite result.

66.7% - DEEPER AND WIDER!!!14.1% - Go deeper into gameplay19.2% - Go wider with NSFW

Which means:

80.8% want deeper gameplay.85.9% want more NSFW content.

Almost perfectly balanced.

Seems like we shouldn't choose between the two and simply do both. And that perfectly aligns with our vision :)

Thanks!

What you liked

The most repeated answer by far was animations. That makes me very happy because we put a frankly unreasonable amount of effort into making even tiny character movements expressive.

But what I was especially happy to see was how often people mentioned: building, management, layout optimisation, room design, art style and humor.

Quite a few people specifically said they enjoyed trying to squeeze an efficient brothel into the available space.

So the management side is definitely doing something already.

The new mana system also appeared several times among people's favourite things...

...which brings us to:

What you disliked

The new mana system... Excellent.

But the problem here isn't really the system itself. It's mostly the current balance and, especially, its clarity. Several people ended up deep in negative mana without really understanding how they got there.

Another very obvious problem was:

TOO. MANY. CLIENTS.

Here again, the feedback pulls in two directions. Some people feel overwhelmed by the number of clients, while others really like how lively the brothel gets. So the real issue is probably not the number itself, but routing, task priorities, and lack of tools to control client flow.

Definitely something I'll work on.

Other common complaints were exactly the sort of things we'd expect at this stage:

Not enough long-term progression

Not enough variety

Some building/UI things being unintuitive

And there were a lot of requests for "More of everything". Which I think is a good sign :)

Performance

This one was pleasantly boring.

Out of 77 answers:

45 had no noticeable performance problems

30 said they were barely noticeable

2 found them distracting

At some point we'll have to dedicate a whole month to optimisation, but for now, with only a fraction of the possible optimisation done, I'm pretty happy with this result.

So... what do I take from all of this?

Mostly that we're moving in the right direction. v0.3 made the game noticeably more of a game, and it seems that's something you want us to keep pushing.

There are also some pretty clear immediate lessons: Client pacing needs further balancing and extra tools. And mana needs to communicate itself better.

A lot of the individual suggestions are already somewhere in our enormous pile of ideas. Some weren't. And a few genuinely made me stop and think. Some of you also casually suggested systems capable of consuming the entire development budget of a small European nation.

Thanks for taking the time to write all of that. Your participation is especially useful because soon we'll need to decide what direction to take after the Demo update. And thanks to you, it's getting increasingly clear that we're approaching the point where the game will have to make an evolutionary step toward a level-based structure.

Now back to making it deeper and wider, apparently

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