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I think I know what bug you are talking about and I have already fix it. I'm not sure if I caught it in the next build, but it will be fixed in the third build. The foreplay is meant to be hard, as least for Thomas' storyline. How can I make the dynamics easier to understand?

I do not know exactly how the dynamics of the game work, I imagine that there is an order to perform the actions or you use a score to advance, making the score visible with numbers or with a bar will not make the game difficult. I think the best thing you can do is indicate with some particles the moment that you can perform a more daring action, make some hearts appear for a small moment. You can do this in the easiest route, so that the player understands how the dynamics of the game work. I can't think of a better way to make it intuitive without losing difficulty.

I'm working on bar for the H scenes for a least Kaat. I'm also working on an end of day thoughts so player knows what worked and what didn't. The first day is more to introduce the characters and their relations with each other. The other days are going to be played differently. The major story events are going to be seen by more than one character. So that the player will get a clue on how to complete events through the other characters.

That sounds very interesting.