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Wow there is a LOT of characters in this game.  I was going through the introduction portion and was just hoping there wasn't going to be a test later because I didn't remember half of their names. :D  

If I were going to tackle it I might introduce the player in the audition process and give a few key characters in a tutorial, then pair up other characters into "teams" constructed of archetypes of personality that can be drilled into for more nuance.  As it is the introductions are just to much to take in for me.

The artwork is great, I like the way that the game animates the portraits with the emotions.  It's a really great system for visual novels.  Overall really nice work!

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Yeah, we've been hearing a lot that it's hard to keep track of all the characters. I guess personally I was never expecting the player to remember all of them from the introductions alone. It's there to give you a quick overview, not a cram session. (just my interpretation, I'm not the writer, haha)

We've had suggestions of a menu where you can see and reference all of them, and we're probably go with something like that in the future. Relationships will play an important role in the outcome, so it can all be tied together with a friendship menu. I'd also include the stats and routines and such info in there. I knew I didn't have the time to design / program that for this build, so it was cut early as an extra.

Thank you for your comments and suggestion and for playing our game ^^

Oh, as a quick fix, I'll add a visual reference for who is who on the game page. It's older concept art (and Nikolai changed his spelling), but maybe it will help.

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When starting the game, before getting into the core mechanics of the game the player will assume that the information you give them is very important.  So spoonfeeding the content a bit more, with a shift or two in play style would be a great way to fix it I think.