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(+4)

That's alright. I'm sorry you don't like the change from a choice-driven novel to a linear one, but I felt like it was a necessary one.

For one, lots of people thought that the choices meant that the novel would feature "routes", potentially romantic in nature, with each of the characters, which wasn't at all my intention. The story was always meant to be linear in nature, and the choices were counter-intuitive to that notion.

Moreover, the choices felt more like something that I 'had' to include rather than something that helped flesh out the novel, and the fact that some of them fed into each other later down the line meant that, at some point, 'splits' in the narrative would've had to be included to make the choices feel meaningful, which I didn't want to do for the same reason as above.

I also felt like each choice diluted Isaac's character more and more. I want my protagonist to feel like their own character, and having their personality feel wildly different based on the player's choices wouldn't have made sense, especially considering the other characters' reactions to them which would've had to be tailor-made for each possible playthrough.

Overall, it was a tough choice to make, but I feel like I have a lot more to gain from this than I stand to lose. This way, I can tell the story I want to tell, with the characters I want to portray. -w-

Either way, I hope you can find other choice-driven FVNs for you to enjoy! ^w^

(+3)

Yeah, those are some pretty good reasons! I definitely understand what you mean by all that, though personally it just makes it feel boring to me. Nonetheless, even though I'm not gonna play the newer updates, I'm still supporting it! I'll make sure to tell people who I think will like this type of game about it.