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(-2)

ai overshadows the good aspects. Just because the art isn't hand made it means the whole thing looks "off". Quite frankly if it was all hand drawn, it would be way more engaging, but, unfortunetely, (I'm dyslexic) it's not good because of the lack of art. The writing all looks fine, I mean, there's not much to write home about, most games are fine with writing, but, generally the lack of choice sucks.. for  a renpy game, I didn't like the lack in ability to actually choose anything. Sure, you can choose what to say, but, it usually cornholes you into a specific plot line as more of a limited interactive book, half of the options just change the words the character uses, not, IF the character does something. It's also really click heavy, I get having interaction to keep focus, but, sheesh, there is a lot to click even just to go through dialog, there's a lot.. just opening the game for the first time and trying it, you gotta click a few times after the intro goes and it says "have fun!" then an additional screen says the same thing, directly after it already told you to enjoy.. besides the unneeded amount of clicking for most scenes, and, how often dialogue and choices are forced, it plays smoothly.. but, I just don't like the art style, and lack of choices. Can I choose not to get chased down and molested by a rabbit? Nope, Can I choose whether or not I take the quiz from the dog? Nope, illusions of choice without substance, essentially bastardizing the RenPy experience into a slide show that slightly varies the order of the slides, but, you're forced to see them all anyway.. Anyways, three out of ten, not even great to jerk off to with the "art". I'm purely saying it's ai based on the fact that there is no artist named, and, the styling really looks ai. I actually bet money (like $0.1) that the art is Ai, and, that the 3d scenes like in the tavern are unity assets rendered. Quite frankly, this feels like what you'd hand an actual artist to draw up as a first draft, it's not quality for consumer, and feels kinda cheap if it weren't for the large amount of VA's attached to it, at that rate it coulda just been an audio book with less coding and Ai.. Anyway, concept was nice, but, eh, I did skip through the rest past when the fox came into the fold, I just held skip and most of the rest of the game was just automated to a few clicks when dialogue needed it, turned it into a hour or less experience not reading all the text, a better blend of text would have worked, it really felt over written in some spots, mainly due to the amount of clicking, I'm experienced with renpy games, it's either too much clicking, or, slightly too little, I always prefer less clicks, just for the fact that I don't get points for clicking, this isn't cookie clicker, there's no cookies to click. anywho, if you liked it, I can't blame you, the premise was fine, just, know that the "art" is jarring and the actual art in it was the only saving grace from this being a slideshow of ai porn. At least the ai images were filtered well, I never saw someone with clitorides or like, seven fingers, so, good on them for making sure it was filtered slightly.

Appreciate the feedback, although I do think you are being unfair in some places. Theres a reason at the beginning of the game there is a disclaimer that the game is very linear, with choices not having too much of an impact. Its a bit unfair to read that message, continue playing the game, and then complain about the 'rail-roadey'-ness or lack of choices when it was advertised from the very beginning.

I do understand your criticism about clicking near the beginning, which I am going back and fixing (unnecessary buttons scattered around), but the rest of the clicking for dialogues and minigames are just how renpy works. You can't make a Renpy Game that doesn't involve clicking through Dialogue. Again, it seems unfair, and just an extension of you not really liking the AI Generated Art (which is fine, and I respect everyone's opinions and take it as constructive criticism).

I respect your opinions, and will try and take some constructive feedback from it. Thank you :)

While I do understand Renpy, and I've played with it in the past, there's certain spacings I've seen work, for me, specifically, typically I get the "Ugh I don't want to read this" when there's about ten clicks in a row, each containing much text, with not much in-between the l lengths of text. By not much, I mean mostly dialogue, usually what works best for me is having engagement with the slightly longer texts, simply due to wanting to touch the game rather than read from it, sorta the need of putting more of my attention into things, rather than getting bored. This is what I've seen in some other games, but, I do admit, it's not for every game, and, it's rather hard to change large mostly finished projects. I couldn't imagine going through and picking the whole game, as that's a lot of manual sorting.


I do agree, the "art" styling was about half of what threw me off, the other half simply was the format, as I said, formatting the feels is pretty crucial to my first impression as someone who's been around Renpy a while, and the general art form of clicking dialogue. My simple advice is the flow of things, when I walk into a room, imagining I'm water, what's the easiest thing to flow to? That's how I model items for personal use, it's how I decorate rooms, and, it's how I make whatever terrible project I try my hand at, and then ultimately abandon on the shelf. 


Anyanyways, I apologize if I came off strong, I rather am passionate about games, and dialogue flow, so, I tend to be rather blunt and open on it. I also don't read everything entirely, so, for my comment, that's my perspective, the way the water flowed easiest, was I to read everything, or, was I to skip a few text blocks? I don't always do the easiest option, but, it's usually the easiest I choose when I start something new. I love the connection, and, I appreciate the counter input, I'm always striving to improve my English in the social sense, less so the understanding, but, how others understand, makes the world easier to talk to. I hope you have a wonderful day, again, still an open apology for the perceived rudeness, as I perceived this response you've gifted me as having the undertones that I was at least somewhat rude, so, I am sorry, and, I'll try to be better on communication methods.  Best of luck to your future endeavors, and, may we cross paths again, I hope to have earned a nicer connotation on my English.

Thank you, and no it wasn't rude at all! I appreciate you being honest about your opinions on the game, and constructive :)

I'm planning on making a lot of fixes to early game content, so maybe you can replay the game a few updates down the line and have a change of opinion. Again, thanks for the message, and don't feel bad about being honest with your opinion!

Oh, I'd simply love to, I appreciate every time I'm allowed to give input and hopefully cause better outcomes for things, I want to be constructive, even for games I don't perfectly like, I'm happy to focus on what I can, and give the perspective. I've known for far too long how annoying reading my own writing is, I mean, re-reading a full book just makes it all sound so meaningless by the end, mushed into boredom, fresh opinions always kept me going, and, I intend on returning that which I was given back to the world. I'll be around for the next updates, I think I've followed your page, so, I'll hopefully get notifications on that. I really appreciate the attitude, and openness for constructive advice, some devs lock down into a defensive easily, so, I'm really glad when there's good attitudes with the community.  Thanks for the thanks, and, thanks for the replies, being in touch with the community is half the battle with a game, and I feel your public relation skills are quite suited.