If you're planning a mobile version I wonder if you already develop the interface with the mobile devices in mind? So that e.g. only one mouse button is used (tap on mobile, leftclick on PC), the inventory is accessible only by clicking/tapping on an icon, the click/tap areas are quite big (effectively limiting the number of possible hotspots) and so on? Or do adjust the PC/OUYA version to the additional options you have with the PC mouse / OUYA controller? E.g. using a mouse button to open the inventory or to use the mouse-wheel to scroll through the possible actions?
Apart from platform specific interface behaviour. Are you planning to hide actions that doesn't seem to fit to a hotspot if you click at the hotspot? Or will it be possible to try every action with every hotspot (which may trigger funny comments)? Will it be possible to try every item with every hotspot? Or will items that doesn't seem to make sense be grayed out? I think everybody loves funny comments, but they also increase the needed budget for the voice over...
Just noticed that the last question was already partially answered (and the answer is what I hoped it would be):
Gene hat geschrieben:I love writing dialog, so I'm very happy we're doing three interactions per hotspot. It gives me lots of chances to give hints to the players, explain the island, and help you get to know Duke.