4 out of 5 Stars
A critique
This is one of the projects where you ask yourself "How come nobody tried making something like this already?"
Well it takes a lot of effort, a rock hard (pun intended) grasp of what evokes arousal and exceptionaly good writing to pull something like this of in a meaningfull way at least.
This one is in a very early stage (barely surpasses proof of concept or i at least hope so (like its version 0.08b or smthing along the lines in my mind).
The most glaring beef i have with this one is simply and in the words of a person whos opinion I greatly value and respect;
The Player usually gets forced far to hard into the position of the protag making the perspective and therefore also existence of other characters almost irrelevant.
Decisions brake immersion and thats not good. Why not rather have a setup of values and levers that influence the circumstances? It's not gonna take more effort, just think about all time you be saving on writing cringy immersion braking dialogues and or prompts (the existence of good non immersion breaking prompts or dialogue choices is just a rumor, they simply can't exist in our reality).
You might want to reevalute the progression as well. Things happen far to fast. Im not saying you should go the "Wife and a mother" route but the whole story lacks considerable and logical build up. Stories like these hinge on believability.
With this out of the way lets get to the third and last point of my critique, zhe Art Style;
Highly recommend some your future ideas to be done with a more time and nerve saving approach at least the smaller and less impactful ones.
A critique
This is one of the projects where you ask yourself "How come nobody tried making something like this already?"
Well it takes a lot of effort, a rock hard (pun intended) grasp of what evokes arousal and exceptionaly good writing to pull something like this of in a meaningfull way at least.
This one is in a very early stage (barely surpasses proof of concept or i at least hope so (like its version 0.08b or smthing along the lines in my mind).
The most glaring beef i have with this one is simply and in the words of a person whos opinion I greatly value and respect;
I can only recal a handful of h-games which ditched the concept of direct control but i remember them very vividly."Greytide - King of the fictional Kingdom of England said:
The Player usually gets forced far to hard into the position of the protag making the perspective and therefore also existence of other characters almost irrelevant.
Decisions brake immersion and thats not good. Why not rather have a setup of values and levers that influence the circumstances? It's not gonna take more effort, just think about all time you be saving on writing cringy immersion braking dialogues and or prompts (the existence of good non immersion breaking prompts or dialogue choices is just a rumor, they simply can't exist in our reality).
You might want to reevalute the progression as well. Things happen far to fast. Im not saying you should go the "Wife and a mother" route but the whole story lacks considerable and logical build up. Stories like these hinge on believability.
With this out of the way lets get to the third and last point of my critique, zhe Art Style;
Zhe way you do animations is gonna make you hate yourself. They are pretty neat and used nicely, there is just this tremendous lack of them. Maybe switch to another way of doing em, a less modular one."Greytide - Lost Primarch of Truth and Honesty said:
Highly recommend some your future ideas to be done with a more time and nerve saving approach at least the smaller and less impactful ones.