It amazes me that this game had character development up front and reviewers are raving about the story. I thing VN games are a visual medium like a movie and trowing expose dumps at a viewer is boring. One of the tenants of good screenplay writing is show don't tell.
Having a large story to tell wouldn't be so bad if I saw a page or a paragraph at the time, like in a book or a sexy story, but having to click for every line is not cool.
Also if the center of the game revolves around a house with girls to seduce it takes for ages to get there and then the only things to click are a shower and 2 paintings. Moving from room to room can't be done by clicking the doors and that breaks immersion.
I do like the artwork very much. The girls look very good and the scenery is nice. The map of the house would be bizarre for a real house, but quite interesting for fantasy. Also the idea of a robot guard at the front door is bizarre, but cool.
In my opinion the story of the game would benefit if the player was dropped in the house immediately and the back story was tolled via flashbacks. The conflict with his father and step mom could be condensed as a slap across the face is indication enough that she is angry. Also the blond girlfriend scene could be reached by the player sneaking out of the house and meeting her and having to be back for a headcount. The whole sneaking out could be a driver for the story, because it makes him able to do or get things other desire. Currently the seduction is about showing a huge pole in the shower. That can be part of the seduction, as physical attraction is part of it but woman need some mental justification or denial. Maybe use some of
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/
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for the girls thresholds or round out the
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by answering the
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or the
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. By the way, I'm not affiliated with Pandora's box and I doubt that it works in real life, but as a writer it can be a tool for a convincing character arc.
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