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I've been somewhat leery to actually put up my opinion here, because I can tell you now, it's not all good.
That's good. I am very accepting of complaints and suggestions. They can help me make the game better. And I'd encourage everyone who plays to give the bad comments with the good. Although the story being the worst part is a bit of a blow for me, considering it's the most important part of my game. But it's a welcome blow.
First, your comments on Mick's flashback. I guess I hadn't really thought about it that way. You're saying that the interesting (I hope) experiences of the characters involved in the invasion didn't matter simply because you knew that the dragons returned? Although I've heard that that was why some people don't like Pokémon 2000. They already know from the start that Ash is going to collect three magic balls, so they don't care about the details. Which I don't quite understand.
After Mick's flashback, admittedly, isn't really that event-filled until things start picking up at the end of Green Grove. Honestly, though, I can't have everything be action-packed. After a long and hard battle through Mick's flashback, I think things needed a chance to cool off a little. But sometimes I look at the town and wonder what I could've done differently. And come up with nothing. Just the exposition cutscene where Seth drinks all the water.
As far as predictability goes, that's due to inexperience. There's the intentional feeling of "oh, this is going to be just another good vs evil game", during which I tried to keep the events interesting, but I'm not sure how well I can prevent predictability in the story. I've had ample time to improve the story in my mind, but I've never finished a game where story was the primary focus. All I've got is the cliché "the story gets better as you go along" excuse, with no prior experience that allows people to say otherwise. So it's a big "we'll see" as far as how the full story is going to turn out.
Kinda sucky, actually. My dream project being held back by inexperience that no amount of planning can fix.
I can only hope that I hit it lucky.
As for the interactive parts, sure I don't spell them out. I have no reason to. As long as you pay attention to your surroundings and the key items you're holding, you should be able to figure out that, say, those four multi-colored vases need to go onto the multi-colored tiles.
However, you make a good point with the stream involving Mick and Seth. You're not going to have an easy time figuring out what you're supposed to do if you somehow missed Seth's directions. So I'll first set it so he reminds you that he needs a boost while pacing back and forth, and allow you to talk to him from across the stream after you push him so he can remind you that you need to find something to grab. How's that?
And the puzzle in Benld Field, I guess it couldn't hurt to indicate that you're supposed to use the item from your inventory. It's supposed to be an introductory puzzle, anyway. I'll have it do that if you've found the item. If I say right off the bat to use a key item, that'll make it way too obvious what you're supposed to do at first.
Afterwhich, you'd already know that all key items need to be used from the inventory. Everything else should be figureable out on your own. Feel free to point something out if it isn't, though.
I welcome your furthur commenting on these things, and welcome anybody who's played to say what they thought about these as well.