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How do I even rate this vn? Do you give stars to something based off your own personal enjoyment, or based on the achievement of a certain goal? This really is just an HSS film in fvn form. The dialogue is stilted, the cinematography is nonsensical, the choices are ultimately meaningless, and the timeline is all sorts of fucked up. For me, HSS movies tend to be kind of hit or miss. I come away feeling like I learned something, or got a secret peek at an intimate part of someone else's human experience, or I feel very "well that's 70 minutes of my life i'm never gonna get back." The Poet's Visual Novel doesn't really push me in either direction, probably because it's pretty short. I guess I appreciate the cleverness involved (like the mention of renpy, and even the imitation of its default UI), but as someone who was quite a fan of the lead dev's previous work, I do wish this game had less HSS and more Purkka. But I don't think it's fair to critique something based off "the artist made something different than what I wanted from them." 

My one source of critique (because I don't know that I'm qualified to speak on the rest of the game) lies in the engine itself. When scrolling on my mouse to go back, the speed is incredibly high and instead of taking me back a line or two it sends me back approx. twenty. Also the music volume slider is just fully nonfunctional. I turned it all the way to nothing just to make sure the short passage that functions as the game's soundtrack wasn't just getting louder each time because I wouldn't put that kind of insanity past HSS. But no, it just is regular broken. 

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Hey, thanks for the comment! Let me follow up on the technical issues:

1) I can't reproduce the mouse issue on my own machine; the feel is similar to Ren'Py with both an external mouse and my laptop's integrated one (though I notice the latter is sort of wonky to use with both). If you happen to have some kind of unusual setup, it would be helpful to have more details!

2) How the sliders work turns out to be really unintuitive for this game in particular, since the engine thinks of the classification as being looping vs. non-looping, and by coincidence most of the music ends up in the latter category and most of the other stuff in the first. I'm reworking this whole thing for an upcoming project and will probably just get rid of the separate sliders altogether, since the music vs. sound effect distinction is not entirely clear and doesn't really capture how I approach audio design in a super useful way regardless.