Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Hello!

Thanks for your comment (and for playing the game ofc), I was a bit busy with the game so I couldn't reply earlier.

For #1, I understand the concern, but unfortunately(?, it's the direction I decided to take. It's what, I think, would make the game stand out. Those moments are a reminder of who you're playing as (tho the bullying women line was intended more as a joke, the weekend before getting hired (or not) adds "...anxiously", but it's understandable). The extra scene is there to give the players an idea of what to expect, although that might not be the case for all the heroines so it doesn't end up too samey.

It's a bit difficult to explain, as the dev who knows what will happen and would rather not spoil it. There are many future events (that I look forward to seeing players' reactions) that wouldn't be possible if Dimon weren't like that and his objective wasn't that. I'll keep it at that so as to not say too much.

Tho I do find the comparison to a 4chan post interesting, was that that the dialogue was trying too hard/cringy, or was it too "real"? (The ones I read are the silly kind so I'm genuinely curious)

For #2, I can definitely see a small reminder eveyr now and then. Senna makes it clear at the start that Dimon will get hired if he performs "well" but that is a little vague and players might get "distracted" with the character events. Also, while testing, I've found that the current EXP needed to get a new level and the amount of ingredients you get doesn't give the player too much leeway, so it's something I'll adjust for the next update, hopefully, that gives the players more breathing room.

For #3, if I character has an event, the text in the button will have an "!" at the start, maybe it wasn't clear enough and it's something I'll take a look at once I begin to polish the UI. As for events like decorating the room and the hobby, I was actually thinking of giving the player a bit of EXP bonus or something as a reward.

Oh, and as a side note, I plan to add a feature to skip previously read events so hopefully that makes replays easier to handle.

Hopefully this clear things up. Thanks for playing and sharing your thoughts.

Look forward to the next update and thanks again!

(+1)

Hey there!

Thanks for the reply! On the topic of the 4chan comment, I was being a bit intentional in specifying "bad" greentext, as most of the ones you'll see are just silly fun. A lot of greentexts are given from the perspective of an intentionally flawed "Anon". The stereotypical "Anon" is an asshole, but more of a goofy fun one. Some writers lean in more on the first half though, doubling down on Anon as a jerk while failing to capture the fun irreverent tone and often just telling stories of a bad person doing a bad thing and hurting people.

Admittedly, that's a bit of an extreme comparison to Dimon in even many of the scenes or lines I don't care for. You did catch both of the "actual" issues I was feeling though. 

In some instances, it's less about poor taste, and more that Dimon is going over the same points of his devious plans too frequently and coming off as trying too hard. In other moments, like the bonus scene, it does feel like the tone changes to something a bit too "real", losing the playful edge held through most of the game. 

Like I said though, I think that might just be a difference in taste. I like voyeur plenty, so the camera stuff works for me, whereas non-con can leave a bad taste in my mouth. If you're trying to make a game featuring non-con, there's really no getting around the fact that people who don't like that subject won't enjoy those elements.

Regarding the "Bait" options, the issue wasn't that I couldn't tell when they had new events available. I did notice the exclamation points when they appeared. The issue that I had was that if there wasn't a new event unlocked, clicking the button effectively just wasted a time segment. Visiting a character without an event was a pure nothing interaction. Dimon would seek them out, fail to find them or see that they're busy, and then leave.

As a player, it felt like the game was lying to me. I was being offered the choice to talk to characters, and yet choosing to do so didn't actually let me talk to them. That's a problem when the event still burns a timeslot, just like all the rest.

This is why my suggestion was to put a small rotating pool of basic events with mild rewards on these options. The rotating pool makes it so that you might get something new on your first few visits, and the mild rewards makes it so that even when you've seen it all, there is at least something gained by the selection. 

That's just what made sense to me though, and the simplest option would really be to just hide the buttons when events aren't present. Or hell, just play the interaction of Dimon failing to have a conversation, and don't advance time when it happens. That'd fix everything too.

Sorry that ended up being so long, condensing takes time and I'm lazy. Like I said before though, I am still interested in the game, and am looking forward to future updates.

Thanks!