Title: Giant Steps: Chapter 1 – Autumn in New York (inform/parser prototype)
Link: https://www.sebastianblue.github.io/giantsteps
What changed since studio: tightened the professor letter; clarified directions (“GO TO TALL’S” command); custom parser nudges; broader synonyms (ENTER, GO IN, typo catches).
Playtest #1 (outside class): one player unfamiliar with jazz; loved pacing, phone jump, and F-train elder; got lost on magazine navigation and door entry; wanted clearer “how do I get there?” and felt anxious narratively but not mechanically.
What I’m testing next: More implementations of anxiety in-game, and also moving it slowly to Godot.
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Does the magazine → phone → route chain feel intuitive now, or do you still want a map/compass hint?
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Where, if anywhere, does the prose feel like it’s over-explaining? (One spot you’d trim.)
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At the red door: does ending the chapter on “YES” feel satisfying or abrupt?
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Does the guy on the train land as earned sentiment or schmaltz? Be blunt.

