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This game is an artist daydream with amazing background and character art portraits that shows the vast amount of skill the artists of this game prosses. I also must praise the story writing of this game, it is clear to me that a lot of love was put into every character, even the non-romanceable ones.

However that also brings me to the primary hurdle this  demo seems to be struggling with. Pacing. For there are multiple instances of characters giving fifteen to thirty minutes of lore dumping, without hardly any input from Sage. Like for instance with the knight's first event we get her background and marriage thoughts on the same day. With few proper Sage inserts or choices in-between. This could be fixed by learning the backstory on the first day and only learning about the marriage prospects if we decide to romance her. 

Florian is a prime example of pacing done well, with only tidbits of information given each interaction. For the more opened characters though, Sage should hold off asking deep probing questions until more time is spent with each character, making each reveal feel more rewarding.

The segmenting of information would also allow for antique part of the simulator to shine. Giving more emphasis on the pricing of products, conversing/ haggling with customers, and finding more unique items. Also having the cleaning be an active minigame sort of thing other than just pressing a button would also help with this.

If these things are pursued then the balancing issue would be fixed, and this game I am sure would surely shine.