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Unfortunately that's one of the sacrifices I've had to make to support such a long story. Of course, ideally you would be able to notice x thing as a player and mention it (for example, the blurred out pictures of Vanilla in the background of a few of Katrina's posts) - but that kind of thing very quickly devolves into unmanageable route spaghetti :<

For a shorter, non-linear game it would be easier where the gameplay is to go back and try different routes and everything but that's just not what this game is and to try manage branching paths and meaningful choices would complicate development too much for me. I'm only 1 person and I'm not even a writer >x<

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Hello again, thank you so much for taking the time to respond and explain the approach you're taking. I want to be very clear that I'm not demanding anything from you at all; I'm just sharing thoughts as a player who's genuinely enjoying and reflecting on your work.

I fully understand that managing multiple meaningful paths can become chaotic, especially if you're working alone. I know how difficult it must be to maintain a long, coherent narrative without it becoming unmanageable. For that reason, I greatly appreciate what you're doing and I'm sure the community that follows you is willing to wait as long as it takes. Most of us, including myself, prefer quality over quantity, and that shows in your work.

That said, what I'm proposing isn't a long parallel path or anything that would further complicate development. It's just a small option, even if it happens early on, that allows for a "good ending" for Vanilla, one that feels logical and satisfying for players who aren't interested in following the NTR/NTS path. For example: a choice that prevents him from getting involved with Elise from the start, that keeps his relationship with his boyfriend stable, that allows him to finish his studies normally, visit him on vacation, and in the end, the two continue working together, expand their bakery, and even start a family.

It could end with a sweet image of them together, now as older adults, showing that their story continued on the right path: perhaps with Vanilla pregnant, or with both of them holding their baby in a family photo, and the game simply ends there. A brief but meaningful conclusion, without lengthening the main story or branching it out too much.

I've seen this kind of solution in other visual novels: an optional "good route" that basically cuts the story short from the first chapter if you avoid entering the NTR conflict. You make it clear to the player that "the game ends here if they choose that path," but it still feels rewarding because it offers a different emotional conclusion. Then, if the player wants to follow the longer, more complex path (the NTR/NTS one), they can do so at will.

As you say, it might not be something to consider right now, but I hope it's possible to think of it as an extra or epilogue when you finish what you have planned. Not only would it provide a sense of closure for those looking for a different kind of ending, but it would also make the game feel more complete and offer greater replayability.

Anyway, I still think what you've proposed so far is very good. The story provokes emotions, gives food for thought, and it's clear you're putting your heart and soul into it. Thank you so much for your work and for being open to feedback. If you do another project in the future where these kinds of ideas fit better, I'll also gladly follow it.

Good luck and much success with what's next! :D


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Ohhhhh yes I've mentioned this before but it was a long time ago and on other platforms - but I intend to go back at some point and add both good and bad ending routes to the game!