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I got through the whole entire demo of Snowdrift. There were some things I liked about it, and there were other things I can see room for improvement in.

First off, I liked the simplicity of the storytelling and how it was easy to follow along with in terms of plot and character. On the flip side, I felt like there was more telling than showing who the main character was in the beginning, which didn’t make for the best read, let alone did it help me connect with the protagonist any more. 

Secondly, the dialogue between the characters seemed stiff and awkward at times, especially with the various ellipses and the many explanations given through the dialogue instead of natural conversation between two new characters just acquainted with one another. Other times, the dialogue seemed a bit too formal or repetitive in more minor instances. 

Otherwise, I liked the animations, the colorful art for the different scenes, rooms, and characters, and the relationship between the protagonist and Rosim, who appears to be a possible love interest. 

Although, I noticed how Rosim’s background remained the same, no matter the room she was in. The color of the background could change, depending on what room she’s in for any given scene to denote she’s in a different place at least. 

Thirdly, I felt like there was an overall lack of tension throughout the story where there could have been moments of conflict. Instead, those potential moments were quickly swept over by way of easy and quick solutions that completely sidestepped over events that could have challenged the main character and thus made for a far more interesting and compelling read. 

Some examples include the main character digging the robot out of the pile of snow, the main character cooking soup for Rosim, and the main character looking for a particular item for Rosim later on in the story. 

Those scenes could have held more weight, tension, and conflict if they were treated with more importance. Instead, every scene moved from one scene to the next, making it feel like I was moving through different events of someone’s day rather than seeing a buildup of events that led to a climax or change. 

Ultimately, it felt like I was reading a story with very little stakes and conflicts when there were moments of tension. Yet, I couldn’t wholly invest myself in those moments with those circumstances being so underwhelming in execution. 

Not only that, but more conflict could have been extracted from the story with the protagonist figuring out what to wear each day, since he didn’t expect to stay at Rosim’s place for a week. 

However, I did like the moments of internal conflict from the protagonist’s nightmare to his fears around the crystal. I thought those moments were really well-done and well-written, and I wished there were more scenes like that. 

Finally, I wasn’t a fan of the game menu screen. The main menu looks fine, but the game menu could go a long way in readability and being more aesthetically pleasing to the eye. The history name text and the history text could be centered in the history log, too, which you can easily change under the history section in screens by changing their textalign to 0.5. 

Finally, the snow could look more like snow than a blank, white screen on the side of the screen. 

Overall, I give this a 6 out of 10. Good job! 😃😁

(4 edits)

Hey there, I appreciate the thorough review. I'm glad you liked it, over all, and I know where you're coming from, regarding some of the points.

It's worth pointing out that this demo is one quarter the length of the full game - and the first quarter, at that. As such, the more... shall we say... plot-related events (and conversations) occur later in the game. (For example, things with Arrim and the crystal are explored, more, and things related to Rosim's condition are explored. Things relating to the history of the setting are also explored.) But the atmosphere throughout the game is largely supposed to be cozy and philosophical, as this demo hopefully sets one up to expect.

As for my writing style, I totally understand if it isn't for everyone. It's simply how I like to write, and unless the reader is wanting chill conversations by a fireplace, while cuddling with a kind girl, they may not like the game.

At the same time, things between Arrim and Rosim are a little bit awkward in this section, because they've just met. They open up to each other and speak with each other in more relaxed ways, as they start feeling more comfortable, around each other. That said, my writing style is always present, so while the characters do start feeling more relaxed around each other as time goes on, the slightly formal or slightly stiff-feeling quality of the writing is present throughout the entire game. It's just how I write - at this point in time, at least.

As for the number of assets, I fully admit that if I had more time, I may well have made more art assets. As it stands, however, I needed to keep assets which were needed for the story, and cut other ones for time. That's just how making stuff like this goes. (And it's probably worth noting, here, that I'm an indie dev.) That said, while I understand that some people might dislike the style of having one generic background per character sprite - and while that was certainly done, in part, to save on time - I do find those generic backgrounds for the character sprites to be kind of charming, in a way, and feel like they add to the simple presentation of the VN.

At this point, I thought I'd let you know that the full, 20,000-word visual novel is out, now, if you'd like to pick it up. Only do so if you honestly want it, though, as it's a paid game. (I've got to put food on the table.)
(Here it is.)

Anyway, thanks for giving me and my visual novel your time, and please have a good day. ^^