I'm getting suggestions to work on a story mode for a game that I think should predominantly stay endless/arcadey. I don't think a story/level mode is right for the core mechanic but I want the game to feel substantial. Any thoughts?
You correctly identified that what people are saying isn't that you need to add a story, but that the game doesn't feel substantial.
That's good - it's the most common pitfall with taking feedback: taking suggestions from the solution part of the feedback. You listened to the part where people describe a problem, instead of the part where they're offering a solution.
Now the second part of the challenge remains: what substance do they feel is lacking? Is it a sense of depth, a sense of progress or mastery? Either way, the feedback is that the time players are spending doesn't yield the expected level of reward, progress, satisfaction or understanding for the game. I can't help you with that part, but I think you're on the right path.
That's good - it's the most common pitfall with taking feedback: taking suggestions from the solution part of the feedback. You listened to the part where people describe a problem, instead of the part where they're offering a solution.
Now the second part of the challenge remains: what substance do they feel is lacking? Is it a sense of depth, a sense of progress or mastery? Either way, the feedback is that the time players are spending doesn't yield the expected level of reward, progress, satisfaction or understanding for the game. I can't help you with that part, but I think you're on the right path.
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Hussain Patel