negative feedback DeReel - Thu, 11/07/2019 - 13:24 I know there's a difference between reading a game and playing it, but I also know I don't have to taste some things to know they taste like bulldong. You'll excuse the analogy but look at it this way : When you design a game, you're crafting an experience, using an amount of mental bandwidth and trust from players. Rules and prescriptions are not equal to power and domination. The power fantasy in your game is unappealing to say the least for 2 reasons : your phantasm is poor ; there's no room for a player. That's a lot of negativity, I know, but also an honest feedback. I trust you can do better than that as a designer.