I know this is a bit of a long comment, but I really love the premise of this game, and it feels real and like it's coming from a place of experience. I'm sure a lot of us COVID people can relate the the feeling of listlessness. I'm excited to see how the game develops.
In the NSFW scene at the beginning it would be nice if the actresses lines were in quotes so it is easier to tell it apart from the rest of the scene. You could also either create more windows with just her speech or have a line break between it and descriptions.
Right as you head outside it would be nice if the description of sunlight hitting my face either had an image to depict it where it is brighter or at least have the next scene be a bit lighter where it doesn't look like it's night time at the abandoned building. It looks like we're going from a dark room, "sunlight" dark streets.
Loving the quantity of image transitions for dialogue. Some seem a bit weird for a first time meeting where she's holding open her jacket for dialogue that doesn't seem to match the vibe. Afterwards when she is doing it to show pride it makes a lot more sense.
When Cynthia says "For what it's worth today didn't feel like wasted time it felt real." To me it feels like it should be the MC saying that to her in that context.
After the altercation it seems like Cynthia is shaken up, says it might be a while, then it seems like they are about to head out that day to explore more, then they talk as if they shouldn't do it that day, yet the day stays the same and we head in just glossing over the "when you're ready" part.
Also when the option to go to the club is presented it isn't clear if MC is going to offer for them both to go there or if he's just going to go there to clear his own head without her.
It seems like some of the dialogue is out of place here because after you get back from exploring and finishing the 17 locations the next scene is preparing to explore tomorrow, end of scene it picks up from after the kiss from 2 scenes ago as if you had just finished the exploration.
The audio matches really well to what is happening in each panel, sometimes switching between each panel out of 3. Felt really immersive. Some of the dialogue felt a little weird and stilted. A little too descriptive for something that is clearly happening in front of the MC. Like Cynthia describes her nipples as both hard and sensitive twice with only 1 line in-between them. The rest just feels more at home in erotica than in semi-natural dialogue. Having some of the "voiced" lines be more internal voice of the MC might keep it more grounded.
REDzelda1001
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First I love the art style and the theme of the game. Magic world but away from established IP and more of what could be explored. My issue is with the quests. It feels like every single quest is start at person 1, they need person 3 who needs a book from person 2 who needs to unlock the book, so they use person 4 then you return to person 1. I'm a fast reader and love the dialogue that exists in the game. But it feels like every quest is a fetch quest with 2 extra dialogue steps in the middle. I like the addition of the mini games and would love if those could be used to solve more problems with less steps. If this isn't an option, or not where you're thinking of taking your games vision I think having some more dialogue choices that aren't tied to the personality meter of the character. Or if they are all tied to them, having them affect the meter less individually. Both of these options would break up the flow of the game and keep players more invested in this story line rather than the game seeming to blend together at some points.
I have also noticed that in normal dialogue characters will use the names that the player has given to both themselves and any other named character, no spoilers. But in "cutscenes" they revert to using "Hero" or the other default names.
A QoL feature I'd love to see for the map minigame is maybe a map grid to kind of see how far each path goes instead of guessing how much distance it has actually covered. Whether a line is 3 or 4 squares long was confusing at times.
I have noticed the same thing. Any card that you need to pick a card to discard to burn a card, even a random card, do nothing. They cost mana and provide no positive or negative effect. I also noticed that when you want to draw more cards, the pile won't shuffle and draw more, it just won't draw you any more cards.
On the topic of the card game though I found it a bit under balanced. After toying around with the different full combos I found the best way to farm dust is just easy mode with 3-4 draw cards and the rest stupify. At medium difficulty you aren't getting enough of a bonus from vulnerability at only 1 turn for it to cost 2 mana. You get more damage from just 3 stupify spells. While I get the card compression factor, it just seems like the stats have been taken from STS and slightly tweaked. I think it's perfectly fine to take the ideas, but STS is balanced at exactly where it is after almost a decade of rebalancing. It just feels like the higher mana cost cards do not effect the game enough on the round they are played and almost zero effect on any round after. Some exceptions are like the damage reduction 3 cost spell. But even then it's just tied for taking damage to kill something faster.