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(+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!