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A game that finds ways to punish you is frustrating and annoying. - I've had considerable experience on the Xbox Live Indie Games Marketplace (XBLIG) playtesting and reviewing games. One thing I've learned is that a game should never "look" to punish you excessively. E.g. Arbitrarily placing spikes at the end of long paths or jump endings , having multiple you-can't-turn-back choices that only one does not reset your progress etc. etc. When the Naughty and Nice update came out, I had just learned how to kill jackalopes. I had added them as a main element to my food supply. I became very angry because I don't believe killing animals is wrong. Along the lines of, "Who are you to decide morality and force what I prioritize as food?" I think this was confounded by the fact that the Gobbler does not count towards the Krampus & caging birds can be considered just as immoral as killing them. I suggest that the "Naughty meter" should encompass more gameplay elements like the health and hunger meter. Some actions that could reduce or increase your naughty meter. Stealing Tallbird eggs / Killing eggs (+) Hatching Tallbird eggs (-) Seeds maturing into crops (-) Planting pinecones (-) Killing scary creatures, spiders, ghosts, tentacles, etc. etc. (-) Feeding pigs berries (-) Trapping creatures (+) Dying with an amulet or effigy (+++) (I'm sure a much bigger list could be thought up) I think passive creatures should increase (+) your naughty-ness, and all creatures that attack you should decrease (-) it. Anything that fits in-between should be neutral (no change). Tallbirds, possibly spiders. My biggest concern, is that the naughty meter is going to turn into either "moral subjection" or "unfair point distribution" (like the research meter is now)