I have a problem with geomoth as well as the underlying "adventure game manifesto" upon which it was founded, but before i get into that let me get all my eggs in one basket.
Geomoth: https://store.steampowered.com/app/2741270/GEOMOTH_BOOT_SEQUENCE/
Adventure Manifesto: https://matthewlacker.itch.io/adventure-manifesto
Story stack:
STORY
WORLD
ECONOMY
ACTION
FANTASY
(I hope i have these in the right order)
The adventure manifesto is in the realm of the fantasy. Then on top we built a control scheme (action), which i think is interesting, but also just kind of awkward and difficult to learn. Opinionated. It uses up a lot of jank budget.
To switch as we have to a different genre basically, leaning on the strength of the ACTION, undercuts its very foundation, its fantasy
OK, so what's the problem with the adventure manifesto? It's a very loose fantasy, almost a blank space within which a specific fantasy might conceivably fit. (Or is that a story?)
We had a particular kind of emotional ideal and went to building pieces, but we never paused and took stock of what actual events would occur...
We had neither the language nor the tools to create intentional story-fantasy beats.
First one asks, WHAT IS THE FANTASY, but then one must proceed to ask. WHAT ARE THE NECESSARY/OBVIOUS MOMENTS OF EXPERIENCE WHICH COMPRISES SUCH FANTASY?
Then, only then, may we begin to ask, WHAT IS THE NECESSARY ACTION?