Honestly I'm mostly just glad there wasn't any combat. That's genuinely my favorite part of it
Faelern
Creator of
Recent community posts
Perfect! Glad you're willing to hear me out. Firstly, the artstyle is lovely and the initial meeting situation with the merman is well done. It does show the proper level of danger-light- for an initial meeting and sets up the situation of what to expect from the merman: desperate to escape to the point of reckless endangerment, will attack if near a person even if in a weakened state. Well done on immediately getting the player back into the merman scene by just skipping time. and the note of player accidently gong back tothe wrong living quarters out of habit *chef's kiss* because those small things are so important and I feel like sometimes they just get overlooked.
Now, the meat of this comment: I thoroughly believe that the normalcy of a visual novel demo being a lot of clicking through exposition or npc dialouge shouldn't be normal. This is a game before it is a story. And I feel like visual novels really take a lot of leniency of the "novel" part and really don't need to. In regards to your demo specifically the length's problem is that it was very much the realm of "I'm just moving along a pre-determing route not playing yet and I know at this rate it's going to be a while before actually 'playing will ' happen" and I could pretty much tell it was just going to go that way for a long while and then it ended RIGHT when I started thinking "oh! good! I can actually start playing now and choosing how I interact with him!" I think a demo should include the gameplay itself, not just "here's the story". That's a prolouge to a story, not a demo and I feel a demo should be the gameplay not game backstory nor just game concept being explained. It took so long to reach interacting with the merman that I was just waiting and waiting and waiting for the exposition to stop since from the first minute or 2 I could tell the entire game was about the merman.
Here's what I think a version of the demo in accordance to what I'm talking about could have been: quick meeting with the boss, jumping immediately to redhead giving warnings outside the place where first shift with mermans happens, then the first merman incident then time skip and immediately the feeding scene. In total everything before the "out the water" scene could be handled in max 5 minutes of gameplay. Yes, that's fast. That's the aim. I think demos should be about the crux of the game, not the beginning of what the exposition is. THe current dev style of visual novels and demos neglect to actually let the player play the game experience, just that the game they're playing will include: a merman who's once jumped out the cage and throws fish back at you opposed to like ... well, whatever the game is really about. Like, you see what I mean? I can't even give a proper explanation of what the main crux of the game is because I didn't get to see it. Yes, I understand - in theory - that it's about a merman who doesn't trust you and is willing to attack you. But that's not a game, that's just the equivalent of what the redhead and boss warned the player about. Thus, the length problem: it's doesn't reach the level of what the game's going to be enough and thus makes the demo feel like it's just exposition and thus the "slideshow" feeling.
Honestly it's wwwaaayyyy too short to be a demo. It was closer to a clicked through slideshow. Visual novels, because of their format and that they are essentially books you click through sometimes, need to be longer than actual games where you're actually doing something. A countable number of minutes of gameplay is too short for a demo
Completely understandable. And though I've barely gotten past day 2 I can tell this has a lot of content so I'm surprised it was done in just a month. Oh! smart move rotating the flat images.
How exactly DID you do that? I don't think I've that in an itch game before. Was it an animation effect that depends on what game engine you develop with?
I am just shy of begging: PLEASE! PLEASE! Leave the streamer info constantly readable!! I had to reload the save have almost 2 dozens times just to keep being told i STILL hadn't figured out what the girl with the blue ears - who isn't the racing girl - liked playing. Like, give hints of something when we're wrong but like .... a sheer mass of random almost-accurate games? and NO remainders nor indicators of who's tastes match what is simply an unplayable game. to navigate. I don't want to spend more time playing where's waldo when I don't even remember what waldo looks like and also the one time i was shown waldo was while I was shown 4 other more interesting waldo look-alikes. please! mercy!
while we're here let's clarify: femboy is a term that only applies to a cis straight male who wears clothes women typically do. its just the guy version of tomboy. And tomboy specifically exists because people needed a way to say "yes, despite the not-very-girly dressing habits I am indeed a cis straight girl" but we used less technical terms in the past. "Femboy" has absolutely nothing to do with LGBTQ whatsoever
Wow! A polite show of courtesy and integrity on the internet! I was randomly bored and looking through the threads of the game's page and found. Thank you. This was a pleasant thing to see. I can hope your (almost) year since has not dimmed your wisdom of how to treat people - or at least the willingness to make a good attempt to do so
This. This is what a good visual novel looks like. I really was considering that maybe I was too harsh about visual novels for being slow and dry - but this completely reignited my standards. Far too many are slow and dry and my disappointment in many is warranted. Thank you for reminding that yes I DO know what I'm talking about and my taste is still solid; many visual novels DO indeed suck in the quality department and are simply comics that gamers are demanded to click through to look at and nothing more.
It's pretty! But that's kind of it so far. Like, there's literally just the walk with the guide and then a cliffhanger, which actually makes me NOT want to play things because that feels rude. I know, I know - not really a big deal. My point is that too little occurred for this to actually be a demo. I didn't demo the game. I got to see the filler stuff before the game itself. It's like demo only being you picking your character's name and then the demo ends. Too short to actually decide whether it's a good demo - it's just not anything yet.
Would prefer if the game cut to the chase immediately. I clicked through all the beginning dialouge for 5 straight minutes because I'm used to nothing happening for the first 20 minutes of many visual novels and unfortunately this did not improve my cynicism on the matter. I think all the beginning needs is: walking home and then a bat with a letter showed up, teleport to castle and tell player its a masquerade, place looks lovely, player notices all the romance options in the room - all this could be MAX 5 boxes of text, not including the romance options
wow! so there is a GLARING mechanics issue that made it unplayable past maybe 2 rounds: you not being able to swap them like every other type of item matching game allows. I really suggest fixing this asap because otherwise this is just a game that is maybe playable for 3-5 minutes and then eventually you're stuck and that's that