just did something i am disapointed didnt have an aechivement/secret attached.
had two chars with the selected character uses it's dice again and having them each reactivate the other in a chain doesnt do anything :(
finished it, preety good for a first effort.
ending split is kind of weird, there is a very obvious right/wrong choice thing there in how the endings go, with miyuki being the "you made the right choice" happy ending
and iori's being "welp, miyuki is hurt, the band is gone, and half the cast are no longer practicing musicians, what were you thinking?"
doesnt help that while iori's ending makes note of miyuki's situation the miyuki ending just removes iori completely.
kind of feels like the ending split choice was a late unfinished addition.
other then that kind of a shame tomoka/hanako didn't get more time but understandable that wasn't the story focus.
i would suggest downsizing the amount of routes to around half.
the main weakness of monster sweethearts was that the routes were each more of a series of events then a complete story.
even with the time investment on the art part being somewhat reduced by recycling art assets from it where possible, planning for six routes would likely stretch each route too thin.
a good approach might be to start off with two or maybe three and give enough spotlight to characters who are not route central in each route (including those whose route is not yet designed) to both make each route feel more complete and connected to the world (a problem in monster sweethearts) and organically develop the charactarization and writing for future routes rather then plan six seperate routes in advance and try to stuff them together ( a viable approach of course, but not really suitable for a single writer)