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(+1)

I played the demo, i liked it, i think this game has a lot of potential. But i think you should do a better tutorial, especially if someone wants to use a controller to play it. Starting with a story cutscene is better, i know it's a demo but it's easier for someone to follow the flow in this way. When i played the visual novel part it was a little buggy but i think you already know that. Is the recollection scene section a flowchart? You have multiple protagonists from what i understood of the demo and your game page.

I got the notifications but the page now it's deleted since you enabled the comments.

(+1)

Hello, diem2!

Thank you for your comment. I’m sorry for not understanding how it works! I enabled the comments section, so the forum reply disappeared. Below is the same post as before.

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Thank you for playing the demo and sharing your feedback.

• About the tutorial

You're absolutely right — the tutorial needs to be more complete. Some mechanics, like the dash attack and the emotion system, aren’t explained clearly yet. I plan to improve this in upcoming updates.

• Controller support

Thank you for pointing this out. The UI navigation still needs more polish, especially with button selection. I’ll be working on making the overall controller experience smoother.

• Visual novel bugs

I'm sorry you encountered issues in the VN section.If you don't mind, could you tell me where the bug happened? That would help me a lot in fixing it.

• Starting with a story cutscene

That’s a great idea. Right now, the game starts very abruptly, which can be confusing. I’ll consider adding a short introductory cutscene to make the opening flow better.

• About the protagonists

Yes, the game has three protagonists (Tsubaki / Machiko / Kocho). In the demo, you can play part of Tsubaki’s route. The “Recollection Scene” works like a flowchart, and more scenarios become available as you progress.

Thank you again for your detailed feedback.I really appreciate it, and I hope you continue to enjoy the game.

Miyoshi Shizuka

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Ah don't worry, you don't need to apologize since i forgot to explain you that, it's actually my fault, so i am sorry about that. You just opened your game page, so you can still change idea even now, having a forum has its own advantages but i think comments are slighty better for your situation, so choose throughtfully what you think it's best in these initial days. 

Your game seems to be story rich and it has a lot of gameplay, you are quite ambitious and i like that, but you need to be really careful. When you click the Start button, you are already lost with barely a window telling how to walk  and you have hard time even to run with a controller. If i didn't like your game summary and your presentation i would have dropped it. For this reason, even a short story section followed with a tutorial, maybe a tutorial battle, would help the player to understand better everything. I haven't played all your difficulties so i can't talk about that, but usually it's better to ask the player at the beginning which one he should want to play, but this is really minor thing, so that's not a problem.

Every time i was playing a visual novel section part the animation wasn't fluid, and you also need some commands even there, nothing complicate but not only the skip button ahahah.

Ok, i like the three protagonists set up, i won't ask details of the story since i want to find about it myself, but if you want to do a forced route order or a choice-based story a flowchart can be useful.

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Understood, diem2. I completely agree with your points.

As you mentioned, it’s difficult to convey controller operations solely through the game tutorial. As many other games do, it would be good to prepare an image of the controller and use arrows to explain which buttons correspond to which actions. Also, this should be accessible at any time from the menu screen.

I also understand the issue in the VN part. At certain points, the game enters a click-wait state and the animation temporarily stops, which doesn’t look very good. For example, I’m thinking of incorporating movements like breathing so the characters always appear alive.

I also want to add more commands beyond just skipping. The next feature I’m considering is a backlog function, and including options like auto-play could further enhance the player experience.

I plan to strengthen the introduction sequence in the early part of the game, improve tutorials and help (especially for the controller), and enhance cutscene presentation!

I really appreciate your detailed feedback. I look forward to working with you. Thank you.

Miyoshi Shizuka

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You don't need to thank me, while i may have seemed harsh i actually really liked your demo and i will continue to follow your news here. I believe in your project and i am glad i could have helped you with my feedback. If you want info or any other kind of help feel me to ask me anytime.