Its generally slow...well slower than other engines and, in my experience with other Unity games, a greater chance that the code bugs. I've had two (different devs) do something similar to what Amazon's New World Game recently started doing (maxing fps and power). Animations are generally good, but in this case they were sticking after adjusting playback speed. Also when scanning (oogling) the NPC's body using the little icon on the lower right, it sticks (I won't say freeze because you can continue oogling the NPC), in that Enter doesn't advance anything and neither does mouse clicks. Oddly enough even though animations are good, the actual body graphics/renders (in all Unity games I've played) aren't visually appealing. In this particular case as well, the Character Config doesn't really work. Isn't it supposed to allow me to change relationships or names?
EDIT: The map animations also stick.
Regarding bugs, that might be true. As I didn't use a Framework like renpy I had more implementation to do on my own which could lead to more bugs. However, I knew that from the beginning, but I wanted to build my own framework.
Regarding speed. Can't really say something about that. I played renpy games where I had longer waiting times at the beginning or longer waiting times before playing animations. Not sure where the differences lie here.
I think Unity has VSync enabled by default. I actually was thinking about adding an option the max FPS, but I wanted to wait for complains if it is really necessary. This just maybe the case now.
By sticking you mean stuttering or jumping? I noticed this as well in the editor but not in the build. In this case it's a known Unity-Issue. The PC can't decode fast enough to allow higher playback speed and Unity doesn't handle that very well. I have an eye on that Issue and see if they fix it or if I come across a workaround. I could implement a slightly different handling where I wont offer a slider but predefined values like other games have. However, I wanted to have the slider as I think it's a nice little feature.
About the vertical scroll images (ogling/scanning) I didn't have any issues. Not sure if I understand you right here. If you mouse-click, skip (left or right control) somewhere in the image while it's still auto moving or after finish it should advance the dialogue. If you you want to roll-back-scroll or advance-dialogue-scroll and not just scroll in the image you have to move the mouse over something that isn't a scroll-able area, like the dialog box or the SD button. Not the best user experience, but I haven't found a better solution yet.
It will auto-scroll until it reaches the top once. So, if you scroll down while in this auto-scroll mode it will continue to scroll up automatically.
Maybe this is a decoding Problem as well, because those pictures have a higher resolution.
And "enter" never advances in-game dialogues. It only accepts modal dialogues. I guess you meant control, maybe?
Regarding graphics. Maybe I didn't understand you on this point. But the graphics / character models in such visual novels / kinetic novels / sandbox-type games have nothing to do with the engine, at least not in this case. They are just static images that are loaded, not real-time rendered 3D graphics.
Regarding the character configuration. I need to make it a bit more user friendly even if it's mentioned in the help tab. However a help should never be necessary, so i have to implement a more user friendly experience. That's already on my to-do list.
If you want to change something you need to create a new config by clicking the plus icon. It duplicates the default config, which is not editable as it is used as template. The newly created can be edited. Just don't forget to save.
To make it more user friendly in the future I will hide the default config and will make a custom copy right at the first start. This way you can edit right away and I will try to implement save on change, so there won't be a need for a save button.
If the map animation is jumping as well this seems to be a decoding issue. It's a 24fps full hd webm animation. I'm wondering here. If this is stuttering why not the other animations on default playback speed that have 30 or even 45 fps. I will see if I can optimize there something.
I'm not sure if this isn't mostly about hardware specs. Currently I don't have an workflow in mind to have a version with smaller images and movies that probably would work better on a little older hardware. Need to think about it.
Being fair, I once had a similar few on Unity games. But especially for Unity I think that it's most about the implementation itself. Renpy offers a solid framework out of the box, but as I didn't have any experience in python but c# I just went with Unity. And there are good Unity games, "Timestamps - Lost Love" with it's own framework VNEngine, at least in my opinion.
I try to improve my framework, but I wont migrate to renpy. I put quite a lot of effort into this framework and I think it comes along. There are obviously still issues and I will try to fix them.