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The part that sometime bothers me is I can't distinguish if it's intentional, a rush when in development phase, or lack comprehension regarding the branches of MC's personality, or "did I miss something while either playing slowly or skipping?". 

First, I have to come clean that I play favour in replaying Dylan's and ??? Route with many combinations of gender, appearance, and personality; and play Capriana's Route once only (so I don't know if my concern also happens there or not). Next, I sense that the personality options only affect largely in the Prologue before MC choose the Routes, but then be less significant (only appear as an inner monologue) even being similar and monotonous for traits that seems closer to each other. I don't know if this is one of "whatever your past quirk, you have to adapt and change your characteristic to maintain your relationship etc etc", but then let's take an example : the Sarcastic and Two-Faced traits may appears similar, BUT there will or can be likely a huge different when the traits take in action and choice. The Sarcastic MC would likely still be honest with their feelings and even has more snappy comment regarding a breakup, but Two-Faced MC would likely choose to be insincere of saying out loud their feelings, being that "No means Yes, and Yes means No" state of mind and the aftermath from choice of breakup wouldn't be as straightforward as the other characteristics. 

From there, I wonder if MC actually owns all the characteristic and the reader/player only state the most problematic or obviously perceived by others, then the chosen trait is quickly solved with a confension and talk with Vida; and when choosing a route, the traits are forced into one satisfying Canon characteristic.... and that's kind of a bummer :')

(Or I better have purchased the Concept Book first to comprehend the devs mindset to Belong before further commenting about the problem above ^^;)

I found errors, in which : (1) Capriana's sprite was missing for a moment after the choice of "Give Up" from trying to disillusion her, there was something like "Capriana's sarcastic smile not found" written at the top of the screen. (2) overlapping characters' sprite in ??? Route when they were in the bar upon their show success.

Anyway, The story of each routes have the balance between cute fluffy romance and its dramatic life problem, keep up the good work ^^

Hello there! Thank you for your feedback and especially for playing Belong on multiple playthroughs!

Regarding the personalities, I understand where you are coming from. 

The outcomes of MC making amends with Vida were to show their true self with their best friend, including their main flaws. However, ironically, I had written the prologue last. The main routes were written with traits in mind, rather than personalities which is a mix of traits.

For example, the two-faced personality's main flaws are callous and fickle while sarcastic personality is made of callous and another trait. Various scenes will check whether MC has certain traits and play out accordingly.

Thus, I understand that it felt like the traits felt fixed, rather than catered uniquely for each personality.

Originally, the MC had a fixed background and personality, but I decided to give various ones instead for the players to be able to self-insert themselves better. The different sets of personalities affects the plot minorly as to how the MC reacts. The love interests (LIs) will not dislike for who they are but what they do (the choices they make). 

Being my first game, I did not want to complicate the codes and writing so there wasn't any extension on MC's growth. My main focus was on the blooming friendship/relationship with the LIs. I apologise that this aspect has disappointed you and I will take this into consideration for my future games.

Thank you for the bugs report too, they will be amended in the next update ^u^.

Once again, thank you for playing Belong.

Ah, I see... 

Regarding it's your first published game and with those earlier ideas, it seems you were in roundabout way when developed Belong; in which the usual way is to polish the base of plot from Prologue first before continue to next part of the story. And the matter of dilemma about how to make the player feels self-insert, it would be better to provide your first original idea of MC than to be distracted to insert both of fixed MC's background and branched personalities at once without proper connection to the other chapter of the story. In brighter side, your main focus to MC and LI's interaction is paid off with the well-written narrations I read. (And pardon my nagging intrusion as who am I that can criticize like this while my own project is burning to be paid attention :'D)

Nonetheless, thanks for giving breath to this game and taking my commentary kindly. I look forward for your other project^^