Hi hi hi I’m back with my impression! So just as I thought, I do like dating sims elements in my TTRPG, hehe. The explanation at the beginning, “visual novel from the perspective of the romantic routes” is really delivered in the gameplay.
I love the mechanism of utilizing Locations! I think it’s really VN-like, but like you said, viewed through the lens of the NPC instead. I had fun setting up the beginning especially. The Classes fits into dating sim tropes, and I’m amused by the Additional Features that adds layers into the gameplay.
I took the liberty of writing down a few notes and questions as I played:
- In the downloaded version, there’s a missing line in “Give Gift” section. Whereas in preview it says, “Allows the Route to force the Love interest to go(…)”, in the file it says, “d st to go(…)”
- I assumed Moments were still related to Locations, but it didn’t specify how to make sure that the Love Interest would go to Moments, especially with the Give Gift rule above was significantly cut. Is it correct to assume that we need to give gifts to ensure that the Route meets with the Love Interest? Or is it automatic?
- Regarding the “Sporty” route, I don’t know how their skill will matter since all players in the Moment will have AP set back to 0. I mean, they’re balanced by being unable to get Heart Token if they’re successful, but I wonder how it gives this Route an advantage to use their Class skill in the first place.
- Since a roll determines which gift to get from the Love Interest, is it correct to assume that the Gift Types unordered list is actually numbered?