So, I think I’ve mentioned - or maybe not, sorry, a lot’s been on my mind - but The Negative looks like a game I’ve wanted to see done for some time.
I’m a huge fan of classic turn-based strategy, both in a more HoMM and Eador-style, and the more RPG-meets-monster-raiser that The Negative seems to be.
But one of my concerns with various projects I’ve had throughout the years is how to balance what makes those sort of games fun (something I have little worry about you managing!) and the more unpleasant emotions that I feel the game will be taking a look at.
Maybe it’s just that I’m a pessimist by nature, myself, but I find that engaging players while developing a dark and downbeat setting is - difficult, at best.
Speaking generally - I’m not just fishing for spoilers, I swear! - how are you planning on developing the ruinous world that I expect we’ll be seeing, while keeping players invested in the setting?
Are you planning on including lore for the inhabitants, creatures, and relics - like the Soulsborne series and, to some degree, Siralim 3?
Or having a more elabourate story woven throughout - perhaps more NPC interaction?
Perhaps something else entirely - such as relating the fighting ability of your creatures/allies to their mental state?
I know it’s InDev, so all answers might be subject to change - but I’d love to hear about your design philosophy sometime, so I thought I might as well ask!