Personally really like the voices they add a lot of personality to the game, and for me it feels very fitting!
teroda
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Appreciate you! Don't worry too much about it, your games are already going in a good direction and im happy to see you so interactive with us degens and how you work on your games. The questionnaire/poll was also very well done, looking forward to whatever game comes our way from you next! Take your time and we'll be here waiting for the next one :)
Example A: Michaels family. Starts with going to school, having a option for bad grades, motivation to get better grades, get reward, after that scene gets flipped cause again bad grades, motivation to better grades, no money for reward, solution that is more intimate/personal in the bathroom. That one was a banger for me. Not looking at the grind (which was too much) or the jankyness or any of the other things, the story was unique and immersive for me. Same with the sister progression, the story had, i dunno how to describe it other than depth. More things you did as a player to get emotionally involved in the story(sounds bigger than it is, it boils down to immersion again imo.)
Example B: Lone Mother. The scenes here were really nice as well and had less progression, but were more intimate i guess. With the bathroom scenes in this game, the sleeping scenes in this game, the way the sis/bro got pushed together and had their little escalating interactions, it was very immersive and had a solid "sneaky/desperate vibe" to it, think for this one it boils down to corruption and desperation that made it feel real and immersive.
Thats it from the top of my head, there is more to say but i dont wanna bother ya with 20 page essays about these silly things haha.
I think to get to the core / TLDR: , both these games (with just looking at the story that was trying to be told ) had a solid line on immersion and how to tell a believable story with enough steps and scenes to go from innocence to depravity to make them alluring xD
I for one enjoy them still because of some of the story lines/build up to scenes were really amazing. So for me its worth going trough the pain of the bugs to replay them from time to time, even though i get stuck on the bugs, the scenes and build up are worth it for me. If you want examples i would love to explain them for at least 2 of the older games, but i get it if you don't want to dig up too much on those games!
Blog posts are really hard to find on itch.io imo. I could find the older blog post before cctv2 came out last week, but now its way harder to find since your "comment feed" on your profile no longer has it there, and google pulls mainly from that section for its links (google blog/blogpost retsymthenam to see what i mean).
If you put out the new blog post could you post it in the comments as a announcement again, like you did for when CCTV2 was released on all game comments? Think this will help with finding it. I can however see you not liking that due to spamming your comments, but i honestly dunno how to properly keep up else wise without checking your profile everyday
Think that the biggest take away for me comparing the first to the second, is that the second had way more build up in its scenes/content! With the bullying line the build up was really nice, you have 3 or 4 events before the big scene, which makes it feel very fleshed out.
The mechanics of the first one were a bit easier to work with and it was more straight forward i think that's what people liked more about that one, but i really liked the point system and the UI of the 5 monitors, think it was a very fresh take on this. If you could "lock" the screen on the monitor you are actively watching that would've helped a lot i think with what most people feel as "clunky".
I like both games for the difference they bring, in terms of setting (family dad spying vs spy looking into lives of his neighbors) and in terms of mechanics ( first CCTV having a more easy to work with environment vs the more complex/things to do in the second CCTV)
I think if CCTV 3 has more of a personal angle again like CCTV1 (either playing as the father/son/mother) with the fleshed out scene buildup from CCTV2 worked into it, adding a combination of mechanics from 1 and 2, you have the best of both worlds.
To hook into this (since you asked for suggestions :P) for me personally it boils down to having a full line of scenes whenever there is a scene somewhere.
For example from CCTV 1 the shower scenes in general: You have the ladies showering which has 2 cams on it(not counting the washingmachine cam since you dont really see inside) , but nothing further happens in the shower/bath itself. It would be 10/10 if the shower scene had escalation for the peeking event as well. As an example, the guy who is peeking sneaks inside the bathroom, falls in the tub, gets his clothes wet and unlocks showering with the character who was showering ( after unlocking certain thresholds like the rest of the game works e.g. corruption etc)
To further explain this, and something what for me really makes a game like this improve is the following: if there is a scene somewhere, it has at least a few more scenes to be unlocked that follow the rest of the escalation in the game.
So all locations where there is a event, there is the same amount of total events that follow the same pattern as the other locations (example: if bedroom hump on the bed has 4 escalating scenes, make sure the bathroom scenes also have 4 escalating scenes)
Another example which was on track but stopped too early imo in CCTV 1: the washing machine hump. It had 2 variants (clothed and in underwear)
Again from my perspective (and i think quite some other people as well), it would feel way more "finished" if there were 1 or 2 more scenes added, that escalated on the scene (from clothed humping, to underwear, to OOPSY underwear slip to the side, to the full on action we came here for)
Basically, what my suggestion boils down to is to make sure if you have a scene somewhere, it has either a escalation or a clear story told there that this is the most the character can reach there.
It also does not have to be in the same room/scene, it could also start in 1 room and escalate further in another (to save renders/modeling) for example, spying in bathroom again, character notices they get spied on, scene moves to the bedroom, character likes being watched and puts on a show. Next escalation, character notices they get spied on, put on show again, MC/Guydude gets in the room and scene escalates.
This however could mean way more work for you to do, since it involves having wherever you have a scene that can be XXX and escalated, you have to animate and create scenes for them, and i understand that might not be something you want to do.
However it does not have to mean increased workload in general, i think in some cases you could do with less locations and more fleshed out progression/escalation scenes, which would make the whole game be more satisfying and fleshed out/feeling of being complete.
Sorry for the wall of text, i been a silent follower for multiple years and have played all of your games to completion, and wanted to give this feedback for a long time. But even if you don't implement this in the future games no worries, these are just suggestions :)
Your writing/scene making just...... i dunno works really well for me :P So whatever you do, keep up the work, i seen how much you progressed and how your work has improved, and hope you keep it up for the foreseeable future!
EDIT: cleaned up and worded my points a bit better,