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(10 edits)

I'm glad to see that my comments are valuable! I'm also happy to see that a dev is taking it seriously haha

  > "I think I did overdid it a little bit but I can totally rewrite it so her tone still match Chloe's while keeping the 'sweet' vibe. "

I think that is the optimal solution to the problem! If the goal is to have Chloe trying something out for the MC, I also think it might be a good idea to show that she is very unaccustomed to the act she's putting up. Maybe awkward stuttering here and there, maybe a tiny tsundere retort after an embarrassing moment. I'd love to see that in action!

> "Interacting with Chloe and giving her gifts increases her affection and its how you unlock new story and mini events."

I'm aware that gifting her presents is the way to progress (it is tied to money), and there's nothing wrong with that at all! As someone who've played the game, I was just somewhat disappointed to see that, after giving her tons of gifts and presumably having her affection meter at its peak, she still resets back to her old grumpy self after the H-scene. Basically, yes, the new stories and mini events are a valid progression system, but I think you need to reward the player more for achieving higher affection.

A personal idea of mine is to rework the mood mechanic in a way that there is a cap based on the player's progression. To illustrate, see the table below:

ProgressionMoodNotes
Very beginning (0 gifts)Locked to GrumpyCannot change moods.
Mid (1-3 gifts)Minimum Grumpy;
Maximum Playful
Sweet mood is not obtainable yet.
Late (4-7 gifts)Minimum Playful;
Maximum Sweet
No longer resets to Grumpy mood after H-scene
End (8 gifts)Minimum Sweet;
Maximum "Enarmored" (new mood)
Enarmored: a new mood that has Chloe even more affectionate towards the MC (comparable to the current sweet mode, maybe still need some tsundere seasonings here and there)

*: Previous moods (Grumpy & Playful) can be accessed through special triggers (pranking her, pissing her off, special items etc...)

In my playtime, I was able to immediately able to get her to sweet mood on the second week while only having 1-2 gifts. This was rather jarring, since her dialogues were abruptly sweet, while still being grumpy in the mini-events and story.

With this rework, it could be more linear and less abrupt, making the progression system much more consistent.

Could you understand this vision? Sorry if this was out of the blue and quite pushy, I simply think that the game would really benefit and become much more enjoyable after this change! Of course, I completely understand if my vision doesn't align with yours.

"... players can choose at the start whether they want the game's H-scenes to be JOI or function like the free mode"

I think that is a great idea. Most players (myself included) aren't accustomed to JOI H-scenes and find them really confusing. In fact, this is my first game to have a JOI type of H-scenes.

I'm not sure what stuff it might invalidate though. If you're talking about Chloe's tickets, I'll be honest, I think they're not exactly the most intuitive feature. I think it's strange to lock customization through single-use tickets that the player needs to constantly purchase to enjoy the scenes.

Perhaps you could elaborate your idea further? I can give you my perspective on the matter as a frequent H game player.

(+1)

What I mean by my last point is that a lot of the stuff in the Daily life portion of the game like parts of the mood system, Chloe's tickets, and the permanent buffs are designed for JOI. Thus if I were to make an option to make the feeding sessions non-joi, it would require redesigning these parts for that mode. And doing that would probably take a fair bit of time. I wouldn't call it off the table just yet, but if I were to implement it it's going to be after the story, H-scenes, and mechanics are in a near-complete state.

I don't think you're being pushy at all! All ideas are always welcome and I'll definitely put your progression idea into account. 

I see. I understand now. It would indeed be quite the load if you were to change it all of a sudden. Apologies for not taking that into account!

Still, 900 seconds is really long, especially for a single H event. I simply hope that you can think of a way to solve this problem, since seeing other comments here,  it seems to be an issue worth checking out.

Food for thought, adding an option for the JOI mode or a short version right before the feeding session (like the mood selection) could be interesting. Of course, the decision is up to you.

Regardless, I'm wishing you and this game the best of luck! I'll be sure to check out this page occasionally.