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(3 edits) (+3)

So some advice I would like to give too:

Don't be afraid to rewrite some dialogue, or scene it's sometimes neccessary to make the rest of the game mesh well with each other, and/or you don't feel happy about some old dialogue, if you don't like it I trust you to fix it.

Transparency and communication, if you don't get what this advice means you might as well be a rock. I don't even ask for much if you're gonna be gone or delaying something post on Patreon and/or Twitter (because everyone and their moms has one) AT LEAST once a month. Don't go promising the sky and moon to your supporters (this is solid advice for ANY game dev) be transparent and listen.

Sex scenes the reason why most of us play these game (or start playing them, don't lie), don't feel pressure to put it in if you don't feel like it fits, and don't put them just any where make the readers work for it (like real life) make them care for the characters first.

Dialogue is important and getting it perfect is hard and there's only a few VNs that have done an amazing job at it. The dialogue makes the character feel real (I don't wanna mention this game but After class still has the worst dialogue in any VN) and not a 2d sprite.

Sometimes dragging a scene out is bad and it might feel boring, but those scenes can be enjoyable if done right.

All in all it all comes down to writing and character, if you can do that well you're on your way to a great story.

P.S Something I've always wonder about FVN devs is that what inspired them to make their game, like I don't remember who but I remember someone saying they made it cus they played Morenatsu and thought its was emotional and thought they can do it too. So a question if you're reading this Minoh devs what inspired you to make the game.

(+2)

Thank you a lot for the comment bud, I totally agree on the importance of transparency and communication, that's my biggest takeaway from this whole survey thing. We're gonna make a bigger effort to communicate the progress on 0.4 for instance, since it's another big one and it's taking a while. It's gonna be all the sweeter when it's finally out but we understand people getting impatient.

As for what inspired us, I'm sure MinoAnon has his story, I jumped in to help adapt Minotaur Hotel into a VN because I just missed making videogames. I figured while I'm doing the art for this and handling all the coding stuff, I might as well add some gameplay in there. I love the stupid bullshit in games like New Vegas and Metal Gear where you can approach a situation from multiple angles and there's always that very improbable one that most players won't think of trying but the devs still acknowledge and reward, so that's a big inspiration for the background variations, the R&D stuff, and the Argos encounters. Gay as it may sound when I hear people go "oh shit i had no idea you could do this" in a game I made it really warms my heart.

Hello! Oh, I can tell you what inspired me, sure!

Minotaur Hotel came from a number of things coming together. When I started it I had recently read Autobiography of Red by Anne Carson, which is a story about a mythology-inspired character in the modern day. There's this kind of tiny genre like that, it has other books such as The Minotaur Takes a Cigarette Break by Steven Sherril. Those books inspired me to some extent, I decided I wanted to give a go at this idea — but giving it my own twist.

On another level I had already been trying to write stories with a few specific themes for a while — chief among them the idea of a minotaur character and exploring the symbolisms around him. That had been going for years and I was never satisfied. Soon-ish we are publishing what we are calling The Minotaur Hotel Writing Manual and over there I'll go on quite a bit of detail about this point in particular.

And to top if off... I'm sure this may sound obvious but some ideas behind Minoh came from... Well, having friends and enjoying their companionship, giving each other support, having a community of my own, struggling with my own personal issues.

Some of the tone and principles of Mino Hotel came from Twin Peaks. It was originally designed as an "antidote" to violence in TV because it took the murder serial format and turned it upside down by showing just how impactful a single person's tragedy can be. Around this story David Lynch placed a whole village of other plotlines that can go from tragic in their own right to hopeful and joyful. I wanted that, exploring a single person's life to the fullest while building a village around it.

The idea for the hotel itself, how it works... Well, I won't say that for now. One day.

I hope this answer was satisfactory. Have a nice day and thank you for participating.