- Jan 14, 2018
- 412
- 753
Played the online version of this and, although I think I have a lot of criticisms, I fucking loved this. Getting a bit of a Shield High vibe at times (which is a personal favourite of mine), and there's been a few memorable scenes so far, despite still having about half the routes still to try out. I really hope this isn't going to be one of those projects that just peter out, because it seems to be just getting into its stride, and there's some characters and events I'm eager to see more of. Strongly considering donating, depending on what their development pace seems like. That said, whine time:
- A lot of the content doesn't really seem to go anywhere. Not unfinished, but bits where a character may tie you up, and... that's it, there's no real interaction with it in any other way, except maybe getting un-tied. The bullet vibe seems to do nothing to you, even when it's not you putting it in (though I could be and hope I'm wrong and just missed something). I'm not saying that everything has to be SEX NOW MORE SEX, and some characters clearly aren't into it anyway, but there's a line between that, a good slow-build, and just not doing anything. There's also situations where something more really should be happening (e.g. having a mistress) but isn't, although I've only explored this with one character and this could just be an unfinished content problem.
- The inconsistency of whether characters will take advantage of certain predicaments is a bit frustrating. Not sure if these are unfinished or unconsidered paths though. One example, without spoiling anything: There's one scene where you seem to agree to a deal while very much under duress. Later on, that character may find you bound, but unties you, then tries to collect on that deal, which you can easily renege on. Then, they can put you into a position where they could take advantage of you, but doesn't. I mean, maybe the character is stupid in this case, idk (or I'm somehow missing something) but it's a bit frustrating when others seem eager to take advantage. It's the sort of thing that'd get me running TWINE games through the editor again to check I wasn't missing out because of a weird condition or bug.
- This isn't really directed at anyone, just an observation, but some sort of content guide would be great (though this could go for practically every game going). Doesn't have to be a step-by-step guide or exact breakdown, just a breadcrumb trail that indicates that there's, say, more Player Sub content on a route which seems more Player Dom, or a route you didn't even know was there. I don't mind having to work a bit for content, and exploring variations is fun, but it sure is a mood-killer when I try out 20 different variations on a scene because I sense there should be something there, but find nothing. The video walkthroughs are a nice thought, but basically just play the game for you, while doing little to explain what it's a walkthrough for without watching it all the way through. I'm considering doing one myself, but I'm sitting on 3 other unfinished ones right now and haven't yet tried to see if I can make sense of the back-end.
- I would personally like a bit more description in most scenes, but that's mainly just my tastes (see: my like of Shield High). Some of the later events with lots of minor choices do get close.