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(+1)

While playing, I did hit points where I felt "Oh, one of those scenes is starting again...", like when Luther talks with MC in the drive-back (you are given a choice on whether to hear this or not, mind you), when MC and Cymhen are talking about the philosophy behind his efforts at the table, and when MC and the girls' brother are having their heart to heart, and honestly... they are the idiosyncrasy of the game. I wouldn't change a thing - save except maybe adding a choice on whether to hear the story of the brother and just tell him to save it and get the convo done with early. 

But if this is a point that sticks out from your game, you shouldn't file it down - it is one of the points that set it apart from the rest, and that is very good, not bad. Your game, as it is now, is not for everyone, and that is good, not bad. Some people will drop it due to that, but others will absolutely love it, finding in it something they can find in no other. I think that is much more valuable than an experience everyone can get through, but that is too vanilla and non-committal to really leave a lasting impression. The long talks help your game not be forgettable, keep them.

I do have some issues with the game, but they lie elsewhere: I feel the game telegraphs and holds you hand too much. For example, being told Bael and Fiadh are a package deal repeatedly since before meeting them, I get that's managing players expectations, but I feel this may have been better made clear for after the heart to heart with Bael, or even for way later - I think it's totally fine for games to lead players on and then disappoint them, and trying to avoid that may be doing you a disservice. That's for the telegraphing part, as for the holding your hand part, you are told "some don't get instant gratification doesn't mean good points for the long term relationship", or something along those lines, very early on, coupled with the fact the wards will try something on you. I got the message loud and clear: "have casual sex early with them at your own risk, or be the bigger man, reject them and build the foundation for the long-term relationship". Well, let me actually do that! Multiple times you are told Bael will try something on you, and then when it happens, MC automatically rejects her! No! Give the player a choice there, one that completely locks out her (and Fiadh) routes - worst case, make it lead to a bad end. On the upcoming ball, we are told MC will say some words so the giant cook stays - actually give players a choice to snub her and praise, say, Leana instead! There are amazing opportunities for players to mess up, and I feel the game makes use of none of them. Again, I get that you can't allow the narrative to branch too much too early on or everything becomes unwieldy, but you also have those lock route/bad end options I mentioned to implement them. 

This is a minor point, but I thought it worth  mentioning all the same: when the choice on whether to be romantic or not with the younger sister comes, both options are, for lack of a better term, "kind": kiss her, or hug her. Compare this with the options given for the elf girl, after what is a very tame ask for affection on her part: (direct flirtation/innuendo), or "shrug" - the second choice kinda makes you feel like a douche, totally different than picking the "hug her" choice, if you get what I'm saying? Both options should feel affectionate, or it may skewer what is picked.

Despite this, the game was very interesting and showed a lot of potential, these are all suggestions and the personal point of view of one player, please keep in mind that the soul of this game is and will always be what you, the developer/author, likes and would like to see. We don't play AVNs to play experiences made by committee, made by the general consensus of the entire player community, but to play experiences made by specific individuals, - the developers, of whom you are one. I download and play these games to see your opinions, your takes, your preferences, no one else's. It's great when they match with mine, but when they don't, that only means they will match with someone else's, and it'll be great for them. So keep developing, and keep having confidence in what you have to say/show.

(+1)

Thanks!  And don't worry, I have no intention of changing the "idiosyncrasy" of the game, so to speak.  I'm essentially looking for ways to liven up what's already there.

As far as player agency goes, there's a limited amount I'm willing to give during the early stages of development, as you noted.  The MC has his own development arc and allowing the player to make decisions that run contrary to that would result in a significant shift to the story being told.  I'm hesitant to implement shorter, "bad end" options because A: I personally don't care for them, and B: I feel if there are choices that change the story, it's worth exploring them to the fullest.  Agency is certainly one of the things I would explore more if I had the time/resources.

That's a good observation on the "shrug" option for responding to Áine; it does feel out of character.  I've made a note to look at that.

(+1)

Happy to hear you'll look into that choice!

If you want my suggestion, I think a simple "*Friendly headpat*", paired with the other flirty dialogue option (and the "important choice" red hue), is enough to convey you are choosing if you'll have your relationship with her be friendly or romantic.

Thanks for reading all my other feedback, and best of lucks with development, you've got this!