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(+1)

You're very wrong if you think creating a game is easy. First, it's a creative process built progressively. It's not just about telling a story, it's about matching it with a bunch of things that always fail, that are never ready on time, and if you're not making enough money to live off of it, it's painful not being able to dedicate as much time to it as you'd like.

I understand that you don't want to see a poorly constructed story or one that leaves too many strange plot holes, but maybe you're not taking something very important into account, and that is: "the game is in alpha state."

These are pre-release versions that tell you from the beginning that it's not ready for final consumption.

I've been following the game since version 0.20.2, and I was surprised by how complete and complex all the systems were for such an early version. I've been watching it evolve with each version. Sprite changes, dialogue changes, interface changes, re-creating all scenes due to rendering issues, among other changes that add a lot or a little.

For now, just wait for the more polished versions. The author is trying to finish the main story before adjusting the side stories and correcting plot inconsistencies.

(-2)

"Your assumption that game development is inherently difficult simply because few people do it properly is flawed. The challenge isn't in creating a story it's in execution. When you claim things "always fail" and are "never ready on time," that reflects either developer laziness or misplaced priorities. If a project isn't financially viable, why continue? Either develop it properly as a passion project or don't do it at all.

Regarding alpha status: that's a developer's choice, not an excuse. Releasing unfinished work invites criticism - if you build a house with weak walls, don't be surprised when people refuse to live in it. Players aren't obligated to tolerate poor quality simply because you labeled it "alpha." Either make it truly ready before release, or accept that people will judge it as they find it.

Your example of following versions proves nothing. Superficial changes like sprites and dialogue tweaks don't address fundamental design flaws. Many "features" in early versions often turn out to be useless gimmicks that add no real gameplay value - like giving characters unnecessary abilities that serve no purpose i mean you can't use them anyway.

Development strategy matters. You don't build a shaky foundation and hope to fix it later, If your house’s foundation is cracked, you fix it before adding floors. Address core issues early, before player frustration makes continuation pointless. If financial realities or negative feedback demotivate you, that's the consequence of poor planning, not some inherent difficulty in game development itself.

The market has no patience for perpetually unfinished work. Either create something complete and worthwhile, or don't expect players to fund your learning process."

(+1)

It's not an assumption, it's a fact. And I'm not speaking as a mere gamer; I'm speaking as an indie developer, programmer, and translator. And precisely, a project of this nature is rarely financially viable, much less in an alpha state.

In this situation, the author is telling you right now, "Try my new game. It's not the full version. I know it has bugs, but it's a 'project.' I'm still polishing it, but I'd appreciate your support if you think it has a future."

And that's the key word. "Project." I'm not invalidating the fact that you point out the narrative, plot, and mechanical inconsistencies in the game, but don't try to make it look like you were given half-cooked chicken at a family home you were invited to for dinner.

Your words, and it's not my place to say them and I'm sure the author won't even read our conversation (if you can call it that), sound more like complaints than constructive criticism or comments for the good of the project.

It's clear you're just someone who enjoys playing and has no knowledge of the process of making a game. What you consider a minor change like changing sprites is a process that takes hours and days. It's not changing one image for another, it's changing an entire system based on the needs and vision of the project.

Creating, modeling, rendering, ensuring that systems don't crash just because the image is 10px smaller than the previous one or the animation isn't compatible with the new version of Ren'py. Even something like 0s is enough to undo weeks of progress and start repairing everything from the ground up and backups. And I'm only talking about "superficial changes like sprites and dialogue tweaks."

If you think it's so easy to create a game, why don't you make one? There are plenty of ideas on the internet. There are communities like roleplaying that can provide you with coherent plots and stories if you need them. The Ren'py creation tool has a demo, and if you need it, I can provide you with resources to help you learn how to use it.

(+1)

Thank you, sir. I'm no dev, but I know more than a few-- it's absolutely astounding how many people will openly whine or complain about something they got for free. Either you support the project, and have a voice, or you get it free, and be grateful for the free entertainment it provides.