been thinking about this one a little bit since i played it a bit ago. the relationship between the pilot and handler--and the very machine itself--is so subtle and well written. it's good
probskay
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I enjoyed this one a lot, I was hootin' and hollerin' about the toxic workplace relationship and Robin slowly getting more and more into it.
I think next time you write a visual novel, you should 100% lean into the massive contrast between the nice romance at the end and the genuine toxicity near the start, and make a flip-flop game that absolutely messes with the reader. You had a perfect grasp on the toxic relationship at the start, and I would love to see you pull a rugpull in another yuri visual novel!
I think, for the sake of the jam entry, you definitely should've skipped straight to the lesbianism. This type fantasy isn't my usual genre, I admit, so I found myself a bit uninterested in the setup and fairy party. Not having a strong idea of where the yuri direction was going to go or come from definitely hurt my interest, a bit.
I think the party is also a little bit underutilised, as well. Parties are a really strong place to introduce a variety of characters, and while characters were introduced, I was given little insight into their personalities or why I should care about them. I don't know anything about Roland or Birch, and Dawn is basically just a tittering damsel in distress with nothing else of note going on. The bog king seems to have the most presence, which works since it seems like this is their introduction scene. I think the other characters needed introductions at least as strong as theirs, for me to feel some connection to them.
That said, I think it's a bit of a surprising choice to choose to write a random chapter in the middle of this slow-burn story and not have it even include the toxic yuri. Were you planning on hitting that point, and got got by scope and time?
Hey, read a buddy's copy of the game, and it's cool! I'm excited to sit down with them and play it (and buy it later). Concern, though: the font choice for titles on boxes and such and the large lettering for major factions and the like is an accessibility issue. The fonts are difficult to read for me, and I had another friend who could hardly parse it at all. It's kind of an issue if a player can't tell what most of the boxes are labelled. Maybe you could include a smaller, more legible version of those texts somewhere nearby?
Oh, certainly, and there is 0 chance that I revise this game again. I've already gone through all of that process. I didn't want to mandate a 1 in a player's stat block, as that just takes away their agency. This way, they still get to make the choice regarding if they want a 1 in their stat block at all (or a 0, in the case of Fortune).
It's interesting that you point out backgrounds, because that's actually the backgrounds playing as intended. It promotes players building a very obvious strength and weakness. In an earlier draft of the game I didn't have a background system, and some folks I had make characters for testing were very frustrated with the way that the game didn't have a "balanced" character option, since they didn't have enough points to balance out their weaknesses. I reduced the total number of points available to the players and added the background system to promote both character building and more polarised builds. The players feel like they got one over the game by getting a "free point," and at the same time are guided into playing more interesting characters
As for the capitalising errors. Ah, eto... Bleh?




