Wanted to give it a fair try, but unfortunately it did not hold my interest. I want to offer some feedback:
- The opening felt very static. Beginning with a letter exchange on one textured background did not give me much to engage with visually or narratively.
- The pacing felt uneven early on. There were moments where only a few lines of present-day dialogue were followed by several large blocks of flashback text at the beginning of the flashback sequence, which made it difficult for me to stay invested.
- Some of the background choices felt disconnected from the intended atmosphere. The dorm/recreation-room backgrounds did not visually match the lobby or typewriter-room settings. A more consistent environmental style would help the game feel more cohesive.
- The dialogue UI was distracting for me. The textbox felt large and visually busy enough that it covered too much of the artwork, and the moving name box pulled my attention away from the writing. A simpler, less intrusive interface might better showcase the art.
- Aevum's sprite being visible and facing the player when she's not speaking felt off-putting. I think adjusting visibility when she's talking can make that feel less jarring.
- I struggled to connect with the character interactions. Much of the dialogue felt repetitive or overly extended without enough conflict, progression, or visual change to keep the scenes engaging. Tightening some conversations and giving characters clearer dynamics earlier on could help.
- The game relied heavily on exposition rather than letting the player experience events through scenes, visuals, or choices. After twenty to forty-five minutes, I was still mostly reading long stretches of dialogue with little change in scenery or major action. More CGs, interactive moments, environmental storytelling, or playable choices could help break up the pacing.
- The lust demon character design felt very familiar and predictable. I understand that succubus-inspired characters are popular, but a more unexpected demon concept, personality, visual design, or role in the story would have made the cast feel more distinctive.
Overall, the game felt slow and difficult for me to stay engaged with. I think the strongest improvements would be tightening the dialogue, adding more visual variety and active storytelling, creating greater consistency between backgrounds, and making the character designs and interactions feel more distinct. There may be an audience that enjoys the current style, but it was not an experience that worked for me.