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Naishitai is easily one of the most unique VNs that I've played, and it's clear that a lot of care went into this.

This was definitely a change of pace from most other VNs I've played due to how interactive it was - the noodle minigame of course being the standout part of this. It did get a little frustrating towards the end with how difficult it becomes, but of course that's also kind of the point. I have to wonder what it would have been like to give the player the option to continue after failing those minigames enough times to make it slightly less frustrating to play, but still get enough of the point across. Maybe with different dialogue etc depending on whether or not you succeed or fail.

Noodles aside, I loved how dynamic the scenes were. Most VNs are pretty static so having the camera/scene change every few lines made it much more interesting. Seeing Nai slowly carve out parts of herself as time goes on was pretty striking visually. Again, it's clear this was a very personal project and that you put a lot of time, effort, and thought into putting all of this together. The sound design was also extremely well done, especially for the interactive bits. I am curious though, is there any reason why you specifically chose Unity to make this as opposed to using Ren'Py or similar - was interactivity always a big part of the idea from the start?

In any case, I really hope that you continue to make more things in the future, I'm definitely interested as to what you'll come up with next.


And of course, I also hope that one day Nai is able to replace all of the parts that she's missing.

(+1)

Thank you for your comment.


Some years ago I tried making a visual novel with Ren'Py. I never finished it, as it was quite a lot more than what I could handle, but I did find myself frustrated with some of the limitation the engine seemed to have (not so much limitations, but more my lack of knowledge on programming and how the engine seemed to be made to favor a very standard type of visual novels).

I like videogames of all kinds, and visual novels are just one of them. I started using unity last year, so when I saw that I finally had the knowledge to make something decent, I decided to go again for a visual novel, this time something much smaller but also including the kind of elements that I wasn't able to in Ren'Py (although dismissing one that do was very present on my other project, being decisions). "What Remains of Edith finch" and "Katamari Damacy" were actually some of the biggest inspirations for this game. I wanted to bring players closer to Nai's feelings with these interactive elements.


Thank you again for your comment. I do will make many more games hopefully. I do want to come back to that visual novel I was making in Ren'Py and port it to Unity, although currently I'm working on a Bullet-Hell (It will still be a very narrative focused game though!)

Thanks for replying! That's pretty fair about Ren'Py, I suppose. I like it personally but it would be tough to make something like this in it. All depends on what your goal with the project is I guess.

Huh, I definitely would not have picked up on those being inspirations if you didn't mention them, although that does make sense now. Certainly not ones I would've guessed but again they've made this a much more interesting experience in that case.

I'm fan of both VNs and shmups/bullet hells so I can't complain about that - I hope that all goes well and I'll be looking forward to it!