I created a account to just say... Fuck, I felt seen in this game. Sometimes I too want to feel little and taken care of, sometimes I too want to be submissive and let someone take control.
Thank you Piss Kinksters Against Capitalism!
So, fair warning, this will be a bit of a critical review, but given the author said they were looking for feedback, I hope it will be appreciated.
In the "what works" pile, I think the character art is generally functional and has a distinct charm to it. The designs lean towards simple, but the juxtaposition of the nobles with their fancier getups and our protagonist's social circle makes sense. Other visual aspects don't fare as well, though. Most of the backgrounds fail to feel fully period-appropriate, and the fact that the characters rarely face each other while talking is a weird touch – intentional or not, since it does happen in the end.
I would also say that the broad strokes of the story work, as hard as it is to tell when we're dealing with a romance and the romance has barely begun. But the setup is fine: the two principal characters meet in a way that feels organic, and on the level of concept, we understand why they might be drawn to each other and how their dynamic could play out. That being said, the execution falters in two major ways.
1) As historical fiction. Starting the story with a title card stating it takes place in the 17th century places some expectations the game doesn't really meet at all. There are plenty of smaller details to nitpick (like basketball existing), but the big thing is that despite being a story largely about homophobia and other social issues, the VN views queerness through a fully contemporary lens. Words like "gay" and "homosexual" are thrown around casually, sexuality-as-identity seems to exist as a concept everyone understands, the stereotypes are all modern, and religion plays a puzzlingly small role – for instance, the village the protagonist lives is not even mentioned to have a church.
You don't need to know a lot about queer history to guess that how these things were thought about back then was very different, and the fact that the game simply opts to project the present into the past leaves the point of the whole thing kind of unclear. Why write a historical story about homophobia that doesn't even gesture towards history? If it's just simply for the vibes (which is not a bad answer!), I think going for a setting presented more directly as fantasy would have made more sense.
2) The writing is repetitive and unsubtle to a fatal degree. I can appreciate the project coming off as if propelled by the sheer joy of putting words together, but how hard it hammers down every description, observation, and implication is a constant editorial issue. Dialog tends to echo what the narration has already stated or vice versa, but even beyond that, there's simply a tendency to say something over and over again.
The town is constantly described as poor and muddy; the protagonist has a lot of circular inner monologues about trying to be good and being tormented by gay thoughts; during their little chat, his boss just can't stop mentioning the fact that he showed up to work early; and when the nobles appear, the game loves to stress how unusual it is for them to get their hands and dresses dirty. I think the script would gain a lot from someone just going through it and diligently eliminating every line that doesn't provide new information or advance the action. While I would say that the author actually has a pretty good sense of when a piece of description would serve the flow of the prose, there needs to be more variety – we already heard about the mud.
Some of this is apparent on a macro level as well. There's a prologue set during an incident in the protagonist's childhood that feels like it's supposed to teach him to fear revealing his orientation... but he already thinks that way and already has a bad relationship with his abusive father. Without a stronger emotional beat or a clearer change in the protagonist, it just feels redundant – and to make matters worse, what follows immediately after the timeskip is our main character basically recapping the events in his mind, making it even more dubious what we gain from seeing them play out! The dramatic irony is a bit thick, too; you can only make a character think "I hope something bad won't happen" to themselves so many times before the reader is so convinced something bad will indeed happen that they start expecting a subversion.
Laying my thoughts out like this probably makes the VN feel like a worse read than it actually was. I would say I had a fun time with it on the whole, even if in part due to things the author probably didn't intend (like being amused by how often mud was mentioned). But on the craft side of things, the impression is not terribly favorable – my recommendation for the author would be to do some aggressive editing and cutting, and if they do want to commit to the semi-historical setting, to read a bit more about medieval conceptions of sexuality.
After playing AV, another visual novel by the creator, I couldn't exactly put into words why it made me feel so sad without anything explicitly sad happening.
But The Day We is much more clear in how the author writes. Their stories make me feel sad because they work within absences - I miss something that isn't there because it was never written. I miss what I fill these absences with on my own.
I think it's incredible when artists take a particular kink and are able to transform it into a piece of work which a variety of people can enjoy. This was lovely :)