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(+1)

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

(+1)

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.