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Hello,

After trying the demo, I became very interested in the game, so I purchased and fully played through Chapter 1. I believe I have seen most of the endings, including the secret route. I have to say that, within this genre, this feels like a milestone work. It makes excellent use of the strengths of visual novels, and the choices truly feel meaningful and impactful.

The writing is very delicate and thoughtful, the characters have rich personalities, and their development feels logical and convincing. The AI-generated music is also handled with remarkable care. Whether it is the piano pieces or the female vocal chants, the music fits the scenes extremely well and gives the game a surprisingly high-production feeling. It's literally epic.

At the same time, however, I noticed some issues that I found rather unfortunate. The game currently feels a bit like an excellent restaurant: the decoration, service, appetizers, and desserts are all wonderful, but the main dish — the part players are most looking forward to — still feels like it needs a little more refinement.

1. Artwork consistency and immersion

Players of this type of game are often drawn very strongly to character sprites and CG illustrations in a visual novel, so the consistency between the artwork and the story text is extremely important.

Some story CGs and sprites seem to be designed to remain compatible with different outcomes caused by different choices and stages, but this can sometimes create a sense of mismatch. Some images also feel noticeably disconnected from the rest of the art style, or show body proportions that do not quite match. This issue can even appear between one image and the next, which significantly hurts immersion and the overall experience.

For example, this was noticeable in Charlotte’s and Rosalind’s reward scenes. Charlotte’s sprite and CG illustrations also seem somewhat inconsistent in body shape.

2. Choice guidance, gallery, and pacing of rewards

The story is genuinely excellent, but I think the choice system could benefit from an optional toggle, such as “Show choice guidance?” This would allow players to see roughly what consequences their choices may lead to. It does not necessarily need to show exact values; even a simple hint about which aspect a choice may affect would be enough. Players who prefer a more immersive experience could simply turn this option off.

I would also recommend adding a gallery feature. If more illustrations are added at important story moments, the gallery could also help players understand which major scenes or routes they may have missed. 

Also, the secret route currently feels a little too understated compared with how difficult it is to reach. Of course, it is possible that I have not seen all of the secret content, but from what I experienced, there seems to be only one nighttime conversation between the two characters and one additional kitchen event involving three characters.

In addition, I would suggest placing smaller reward content before the major battle, while saving the larger rewards for after the battle. This would better fit the usual structure of dramatic conflict and would also give players stronger motivation and payoff. At the moment, almost all of the reward content happens before the boss fight, which makes the story after the major battle feel slightly empty, even though everyone understands that Chapter 1 is not the end, but only the beginning.

3. Expectations for Selena’s story progression

I also have one larger expectation regarding the story. I understand that the demo is very important for promotion and for encouraging players to buy Chapter 1, but Selena, who was developed with so much care in the demo, does not appear to have any additional stage progression in Chapter 1. This may be quite disappointing for many players.

Selena has already reached her second highest stage before the first battle. Because of this, the card artwork do not create as much contrast, surprise, immersion, or excitement as they could.

One possible solution would be to reduce Selena’s stage progression in the demo, or make Stage 3 a secret branch that can be reached only under special conditions. Then she could enter Chapter 1 at Stage 2 and reach Stage 4 during Chapter 1. I think this might make players much more satisfied.

4. Expectations for character sprites and CGs

The first illustration in Valeriana' s minigame feels excellent. However, I think the minigame’s progression might work better as bloat → overbloat → extremely overbloat, rather than directly changing on weight during the feeding process. The current presentation may feel a little confusing to players.

After all, for a progression-based game where the appeal comes from seeing characters change over time, the more strongly a character is established in their normal state, the greater the contrast, impact, and excitement will be when those changes finally happen. That contrast is a very important part of the player’s enjoyment. In this sense, bloat or temporary visual changes can serve as an effective way to provide immediate visual payoff during normal gameplay, while preserving the stronger long-term impact of later stages.

Many events, except for the mirror-trap event, currently seem to lack a very direct visual design that lets players immediately understand and enjoy the intended excitement. After the character comes out of the mirror, the sprite changes are indeed visible, but I think they could be made just a little more noticeable. Of course, I also understand that with AI-generated sprites, maintaining the right level of intensity and consistency is a difficult challenge.

I would strongly recommend adding bloat, overbloat, and even extremely overbloat sprites for some characters, as this would greatly improve immersion and the overall player experience.

There is also one small common issue with the current sprites, at least from my personal perspective. When looking only at the characters’ faces, they generally seem reasonable. However, if the player’s focus is on the characters’ bodies, the faces in later stages sometimes feel a little too round. Perhaps this kind of facial change could be reduced slightly, or applied only in much later stages. This is only my personal impression.

5. Liora’s route and possible additional reward scenes

Liora’s characterization is very good, and her route design and requirements feel almost counterintuitive compared with many other games in the same genre, in a very interesting way.

This gave me an idea that I would strongly recommend, although I understand it would also require more work: perhaps characters could have separate reward CGs depending on their stage, initial state, or after reaching a certain amount of weight gain. This kind of contrast seems like it could be very appealing.

6. Battle sound effects and party guidance

The battle system may really benefit from some simple sound effects. Even if there were only different hit sounds for water, fire, wind, arcane, and physical attacks, it would greatly improve the game experience.

I would also suggest that characters who join through the story be added to the party by default, or that the game provide a little more guidance when they become available.

These are just some rough and immature thoughts. I can truly feel how much care and polish has gone into this game, and that is exactly why I feel both regret and high expectations.

I sincerely hope that Chapter 2 can improve the artistic consistency of sprites and CG illustrations, and that bloat sprites can be added as well. I really think these changes would make the game much closer to perfect. It would also be wonderful if Chapter 1 and the earlier prologue could receive appropriate updates someday.

Thank you.

Thank you for this thorough review! 

I genuinely appreciate such breakdowns a lot as they help me see where my content is lacking rather than „make game better”. Especially as this is my first dive into making games. So all critique is welcome! 

 1. Your first point is very valid. I might go back and create more variants indeed so that they always match the body stage perfectly. As to the artstyle inconsistencies there’s only so much I can do about that, at least with my current level of knowledge of ai. If I ever find a way to retain more consistency, I’ll try to go back and rework these scenes. 

 2. About choices, I have already added a system that gives notifications in appropriate story moments. Like „Rosalind’s weight just went up!” or „Liora approved”. Kind of like Baldur’s Gate 3. And there will be a Journal added too where you can track these stats closer if you wish. I hope this solution of mine is somewhat aligned with what you implied is needed.

 On the gallery, yes, I believe the game could benefit from that and the only problem is that it might take me some time to implement it in a nice way, given how many CG scenes there are and some have variants within the scenes depending on the choices. But I am thinking of a way as that was a recurring thing in the comments. 

The secret route is more like… a bonus? A little extra flavor for the side characters.

But I disagree on your read of the battle. In my head these character threads should be concluded beforehand. We’re closing the smaller (not less important) personal arcs to then cleanly move into the bigger stakes finale. The mood during the battle, after battle and in the farewells as well as Ellie segments are very different and I don’t think there’s room for high intimacy anywhere within. It was inspired by Dragon Age: Origins and their handling of intimate pacing as I quite liked it. 

 3. Selena is a recurring character who stays with us for the most of the time. While I agree she could’ve gotten more developmental spotlight overall, Chapter 1 was not the place for it yet. She had defeated her immediate problems in the Prologue and I want to savor her character like a fine wine across the game rather than make up stuff just so she’s relevant. But I can say it’s definitely not the end for Selena! 

4. Here I absolutely agree. There should be bloat sprites and I should have made them. Already. Those will definitely be added and will appear consistently in the future chapters. So at least one (possibly two, depending on the overall workload) bloat sprites will be added as some events are indeed implying fullness and bloating without any visual support of that state. 

 5. Liora is a fun one to write indeed, I’m happy to hear you liked it! That was exactly my point to think in a different way than usual for her. I think the two-valid-endings approach is also working in her favor. 

But yeah. Creating this amount of CGs would be a lot of work, even with ai involved. I can’t promise I’ll create ending variations for all states. Chapter 2 is a lot of work as is. But we’ll see about it. I hope I can deliver on all of the nuances! 

6. Yes, I actually tried adding battle sound effects but it’s surprisingly hard to find fitting ones. There will definitely be effects coming once the whole thing is complete. But for now I still have to find some satisfying sounds. And right, I saw some players not notice that you can expand on the party. Designing a game with 100% knowledge of all the systems can muddy your view of the player’s experience ahaha. But I have added empty fields in the deck (where party members portraits are displayed) and a notification that new party members are available. All coming in a future qol update! 

Thank you for all of these insightful points again. They help a lot with steering this game (and all the future games) in the correct direction! 

I only hope the regret you felt was not about a wasted purchase but more about the fact that this game has potential to be even better. If so, I’ll definitely work on improving it. Feedback is an incredible thing to have!! 


Also, may I ask who was your favorite character of them all so far? I’m always very interested in this part.

Thank you so much for taking the time to respond to every point so carefully. I really appreciate it, and I’m very satisfied with the answers you gave. They made me look forward to the future updates even more.

As for my favorite character, this is actually the first game where I can’t immediately give one definite name. That has never happened to me before, so in a way, it feels like a small miracle.

If I had to choose based on impression and design, Valeriana might be the first one that comes to mind. Her outfit has such an ethereal, fairy-like quality, and the playful little details, along with the hidden dialogue based on the items and event you have, made her leave a very strong impression on me.

Liora also has a wonderfully intricate storyline. The fact that you can only earn her recognition and have her join the party by truly understanding what she needs is a fantastic design choice. And I have to say, the feeding scenes in Liora’s chubby route were amazing. That contrast in her image gave her a huge boost in my mind. It made me think: “I know this probably isn’t the orthodox route, but if this strong, proud, yet surprisingly feedee side of her could somehow be woven into slim Liora’s future story, that would be incredibly exciting.”

Selena’s story, where she slowly opens her heart little by little, was also excellent. Even though Chapter 1 is mostly text-driven in her case, it was still enough to make her feel much more three-dimensional and appealing, so I really have to include her here as well.

So please forgive my indecisiveness. These three are all my favorites so far.

Ahahah, there's nothing to be forgiven. If anything, I'm going to take that as a compliment to my writing! I'm very flattered to hear that this is the first game for you where so many characters turned out so complelling you can't pick one above the rest.

I'm scared to imply there's even more characters coming in the future. I hope they're going to turn out as good or even exceed the expectations set up by Chapter 1!

Yes! I spent a good while deciding on Valeriana's design. I had a general idea in my head: white hair, white dress. But following from that and making her into how she looks now genuinely took me a while.

I'm very happy to hear you liked the approach I took with Liora. I think it's a fun challenge where the correct choice requires you to understand her and isn't always obvious "give more food". Where her own needs and preferences strongly matter in order to break her defences and develop a relationship that allows some chub to appear. And as to the slim Liora's future... I'll have to think about it. Because you saw the resolution of the slim route. It's a very different note from the chubby route.

Right! I'm working on multiple projects now so I forgot to mention it first time but now I remember. Prologue was focused on Selena's weight gain stuff and different problems whereas my goal with the Chapter 1 for her was to show a different side - caring, helping, teasing, badass, her warmer approach to the protagonist. I hope I succeeded with those!

That makes me look forward to the future characters and story even more!

The delicate storytelling, the character writing, and the way you design conflicts are all really wonderful. Your writing is honestly amazing. The music too!

I just hope the AI-generated CGs and sprites will cooperate a little better, especially with keeping the quality and details consistent, so they won’t hold you back too much, haha

Thank you so much for the praise! I do take my time with the writing (that's why the production takes so long kinda...)

I only hope I can live up to the hype I'm building right now ahaha. But I'll do my best!