Thanks! The goal I wanted to achieve concerning the unease due to all the scheming, is to allow every character a role in the plot. I enjoy characters that have a reason to be part of the story, this isn't a dating sim after all. I try to make sure that regardless of how the player perceives each LI, there are always multiple motives for the MC to engage with each of them. And it is up to the players to decide for themselves why the MC do the things he did.I don't know. That is my thought after reading this from start to current end in one sitting, I just don't know what to feel or think about this one but I could not stop reading until it was finished.
Renders are amazing the way sound is done is a nice touch I assume it's due to MC's current issue of not being able to hear much music which is done rather well.
The characters so far are all great, the lies and hidden agendas I guess is where I am in the don't know feeling,
Like there is too much going on at once perhaps, which I knew was there before I started, so I just don't know I guess that's a good thing because it makes me want to know.
Either way it's a great game so far and even with me feeling unsure I am still looking forward to the next installment.
While I'm not happy with the pace of development, that is the reality due to my circumstances. So this allows me to cut down on branching choices and exclusive scenes, and prevent overextending the limits of an engaging story. I know many would wish there are more meaningful choices, but right now at this stage of the story, it doesn't make sense to introduce branches this early. I think it makes way more sense to do it gradually as the story approaches the end, not the other way around.
Now, as to there being too much going on, that is absolutely true. One of my primary concerns is how to exposit all the information there is without losing the players' interest. With how complex and subtle the story is, there is a huge risk that players would lose grip on what is going on and lose interest at various points. This is why I try to make use of as much visual storytelling as possible while limiting the amount of text there is. I want every word to be meaningful and each idea introduced short and concise.
This is why feedback is so important to me. It is hard to gauge if players are still following the story. I try to engage with players more and see what they think of the story after each update. That gives me a sense of where everyone is, and if the convoluted plot still makes sense to people.