- Dec 4, 2019
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Yeah, they kinda went full 180 of what the first one created.They didn't like the whole idea of you being the protagonist in your life.
It is really diappointing.
Yeah, they kinda went full 180 of what the first one created.They didn't like the whole idea of you being the protagonist in your life.
If there was a corner of the world to fuck around in, and the devs didn't change the game mechanics, then yes I could bring anyone in my party there and literally spend years doing nothing and they'll happily stick around. There is no occasion where they refuse to go to some area or time limit where they'll stick with you until they forcibly disband.Cait's with you because your goals align. Brint is just bored. Atugia is ordered to by the person she works for. Agni is also bored. Azzy is ordered to by her Queen (though she wants to anyway). Quin's goals align with yours. Berwyn is with you because your goals align.
Ryn, Kiyoko, and sub Arona are the only one's who could be construed to be "devoted" towards you, and I'd argue Arona barely counts.
Let me put it this way if your character decided to straight up leave the Frost Marches, head to some other corner of the world to fuck around...who'd follow you? Because I'd say most of your party wouldn't.
Except the game does treat you that way by making every conflict resolved by you. You're not competing against anyone and the story ends if you die. It does change things because it's all about who is functionally the strongest. The gods, Komari, or Evergreen do not fight so they don't matter when considering the strongest character. The sun is a greater force than everyone but you don't count it as the strongest.That...doesn't really change anything? I could add probably Komari and Lady Evergreen in there. You aren't the strongest character in the setting. Nobody treats you or acknowledges you as the strongest. The plot doesn't treat you that way.
The gameplay is part of the story. That's what a RPG is. How you decide to fight and build your strats is part of your character. If you're generally a loner, the specific times where you're made to have a quest companion doesn't invalidate the way you played for the majority of the game.The story is what we're talking about.
That's a difference without distinction. We are special just because. We didn't earn an uber soul that everyone wants a piece of through hard work. That's not even mentioning how we can master any skill whether it's weapon or magic just because. Our character is the type you would see in isekai with an OP cheat.It HUGELY changes that. A character who is just good at everything just because is not at all the same as a character who is good at things because of an accident. One of those two things is generally called a Mary-Sue, one isn't.
If it is just flavor text then it's not a good illusion. Good worldbuilding is like in One Piece where you know that stuff is still going on outside of the main cast because it has actual effects on the world and story.They don't have to matter beyond flavor text. It's not real. Pretty much all world-building, in any work, is an illusion.
Which is my point. Characters like Spider-Man, Frodo, Saitama, etc. don't work like that because they're not intended to be the central focus in the world. Our character is.Of course it seems like we have a connection with every NPC, because you're the view point character - you only see people you can talk to.
More like convincing you that you don't actually mind the stuff you claim to dislike. If you like the game then you like being the center of attention and having a harem because that is the majority of the game.Honestly, I'm a little confused as to what we're even discussing here - the original post was just me outlining my tastes in games and stuff I like. Are you trying to convince me I don't actually like this game?
Tony StarkHuh. That's interesting.
Who do you self insert as watching the Avengers movies?
Your post reminded me of Katawa fox, I believe her name is Lind. Whoever wrote her just took a shit and shoved how we're supposed to feel about it down our throats, I legit felt violated by that giant fuckload of BS.You might just be because I have no problem conceptualizing a character based off all the choices in the game and my own ideal in this setting. They don't all have to be pivotal choices to fit what my character would do. And I already said the problem is when they do take choices and force dialogue on you, which we see a lot with Tobs and why his content gets lambasted so much.
I really have to wonder why you bother playing games where you are expected and inevitably will have a harem then. Even despite the push to cut you out of things, the majority of the game still have you the center of attention. You're still the go to guy for settling problems, you're still the best lay in the land and most meaningful relationships involve you, you're still the strongest because otherwise it's a Bad End, and the main villain is focused on you. Just because some characters might fuck other people sometimes doesn't change that.
I'm obviously not talking about game mechanics. Game mechanics don't shape perceptions of characters. If they did, people in this very thread wouldn't be irritated by how the game treats them in the story because the mechanics treat them the same either way. Mechanically, literally everyone is an unthinking unfeeling doll when you aren't around - that's not how anyone, in this topic or any other one, actually perceives them, because mechanics don't shape character perception.If there was a corner of the world to fuck around in, and the devs didn't change the game mechanics, then yes I could bring anyone in my party there and literally spend years doing nothing and they'll happily stick around. There is no occasion where they refuse to go to some area or time limit where they'll stick with you until they forcibly disband.
You can fight Kas, and she's still stronger than you. In winter City, you fight some demons, who you can't beat and who a god has to step in to beat. Some conflicts in the game are fought by Gweyr. A few are resolved by Kinu.Except the game does treat you that way by making every conflict resolved by you. You're not competing against anyone and the story ends if you die. It does change things because it's all about who is functionally the strongest. The gods, Komari, or Evergreen do not fight so they don't matter when considering the strongest character. The sun is a greater force than everyone but you don't count it as the strongest.
The gameplay is almost invariably completely independent of the story. If there's a cutscene where your character gets beat, it doesn't matter how high you level up - your character gets beat. You can't level up high enough to beat the ghosts in the sidequest in Winter City. You can't outlevel Kas and the game treats you as stronger than her, or the Gods, or the thing you fight in the Winter City plotline.The gameplay is part of the story. That's what a RPG is. How you decide to fight and build your strats is part of your character. If you're generally a loner, the specific times where you're made to have a quest companion doesn't invalidate the way you played for the majority of the game.
That's a different with a VERY important distinction. How a character "earns" what they have is an important piece in how they are perceived. Both Batman and Spider-man live in universes with people far stronger than them. Both characters will always win at the end of their story. Neither will ever die or experience any permanent setbacks.That's a difference without distinction. We are special just because. We didn't earn an uber soul that everyone wants a piece of through hard work. That's not even mentioning how we can master any skill whether it's weapon or magic just because. Our character is the type you would see in isekai with an OP cheat.
Nah, that's just not true. Good worldbuilding can happen without a character ever encountering any of the elements that worldbuilding suggests. Even in One Piece, it alludes to stuff we'll never actually see. Specifics about the history of Gold D Roger and his clashes with the contemporaries of his time? We'll never see that. We hear about it, but we'll never see it.If it is just flavor text then it's not a good illusion. Good worldbuilding is like in One Piece where you know that stuff is still going on outside of the main cast because it has actual effects on the world and story.
Spider-man is definitely the center of his comic book. He's definitely the center of his movies, his games, and his shows.Which is my point. Characters like Spider-Man, Frodo, Saitama, etc. don't work like that because they're not intended to be the central focus in the world. Our character is.
Yeah, that's not gonna happen. I have a pretty firm grasp on things I like and why.More like convincing you that you don't actually mind the stuff you claim to dislike. If you like the game then you like being the center of attention and having a harem because that is the majority of the game.
I think I'd agree with all aside from this.Saitama is definitely the center of the comic literally titled after him.
Ahhhh it makes me proud to be a papa to mock and scold my children for their failures, Kinu let the homestead be obliterated, her siblings near murdered and she got a hug for her fuckupand just leave our kids to deal with their own problems then blame them for their own failure.
I'm willing to bet a small sum of money that this is exactly what's gonna happen.WE will end the story SHE started, I can already see our lord and savior Tobs doing that or heck, maybe even create a scene where we'll fight Budget Rafael then Kinu will stop us 'coz morals.
"If you killed him, you won't be the dad / mum I looked up to." yada yada boring cliche moral dilemma bullshit.
Either that or Tobs will just do a Savin move and cuck is again by leaving us out of it 'coz why not, we're an extra after all.
This is HER character arc right? More character development for our dauteru.
They do for me.I'm obviously not talking about game mechanics. Game mechanics don't shape perceptions of characters.
A literal drop in the bucket compared to the rest of the game.You can fight Kas, and she's still stronger than you. In winter City, you fight some demons, who you can't beat and who a god has to step in to beat. Some conflicts in the game are fought by Gweyr. A few are resolved by Kinu.
Just a few examples of things that are not resolved by you.
And only YOUR story ends if you die. Noone else's. Everybody would keep doing their own thing independent of you. You can even see that in the bad ends where you get enslaved or whatever - the world keeps on spinning.
Memes and opinions aside, Batman is just a dude with a lot of money. He didn't earn the money he got from his parents the same way Spider-Man didn't earn that insect bite. They are still special because of those things.That's a different with a VERY important distinction. How a character "earns" what they have is an important piece in how they are perceived. Both Batman and Spider-man live in universes with people far stronger than them. Both characters will always win at the end of their story. Neither will ever die or experience any permanent setbacks.
Yet Batman is often considered "OP" to the point where there's memes about it, and lots of people dislike him on that fact alone, while Spider-man is often seen as a scrappy underdog. It's because of the difference in how the two are handled.
If you don't encounter any of the elements involved in lore, then it's not good worldbuilding because it's not part of the world. I don't know how far you are in One Piece but none of that is true. We see things all the time through flashbacks and the events in those shape how the present is ongoing. We've seen specifics about the history of Roger, even had a flashback arc specifically about a part of it not too long ago. The allusions One Piece makes actually have an impact on the story. The poneglyphs, the ancient weapons, ancient civilizations like the Shandians, the Void Century and how it effects the world today still, etc are integral to what's going on. If we just went through the journey without knowing the history we wouldn't understand why things are happening or what needs to be done to resolve them. It's not an illusion, it's actual depth because it actually matters.Nah, that's just not true. Good worldbuilding can happen without a character ever encountering any of the elements that worldbuilding suggests. Even in One Piece, it alludes to stuff we'll never actually see. Specifics about the history of Gold D Roger and his clashes with the contemporaries of his time? We'll never see that. We hear about it, but we'll never see it.
One Piece often alludes to ancient legends, historical figures, civilizations, etc that go beyond where the story will ever go, because that's what worldbuilding does. It's the illusion of depth. You can fill out that depth to a certain degree if you are writing a story that encompasses an entire world, but the world being bigger than your character's story is integral to the process.
But Spider-Man is not the center of that world. If he died, the story of that world would continue because it's set in the Marvel Universe where there are hundreds of comics detailing how life still goes on after him. Even characters taking up his mantle and becoming Spider-Man have happened. And Saitama definitively is not. There have been large swathes of the manga where he's not even on panel the majority of the time. He's basically a side character at this point.Spider-man is definitely the center of his comic book. He's definitely the center of his movies, his games, and his shows.
Saitama is definitely the center of the comic literally titled after him. And I hardly think anyone would agree that Frodo isn't the central focus of LotR.
If you say so.Yeah, that's not gonna happen. I have a pretty firm grasp on things I like and why.
I mean to be fair, that's a very understandable position as they currently exist I thinkhellbent of exterminating all kitsune is not the only correct course of action.
They don't for most people. Like I said, if what you were saying is true, we wouldn't have people in this very thread complaining that the game treats you like a side character, because mechanically, the world revolves around you and that never changes.They do for me.
...this is true of every game in existence where you have to play a single viewpoint character. Taking it that literally makes no sense except for semantics.A literal drop in the bucket compared to the rest of the game.
Except the game literally ends, which means everyone's does. It doesn't move on to another character after you die because you're the center of attention. No one else's story gets resolved if yours ends.
This whole conversation is about opinions.Memes and opinions aside, Batman is just a dude with a lot of money. He didn't earn the money he got from his parents the same way Spider-Man didn't earn that insect bite. They are still special because of those things.
I've read all of One Piece, but that's neither here nor there.If you don't encounter any of the elements involved in lore, then it's not good worldbuilding because it's not part of the world. I don't know how far you are in One Piece but none of that is true. We see things all the time through flashbacks and the events in those shape how the present is ongoing. We've seen specifics about the history of Roger, even had a flashback arc specifically about a part of it not too long ago. The allusions One Piece makes actually have an impact on the story. The poneglyphs, the ancient weapons, ancient civilizations like the Shandians, the Void Century and how it effects the world today still, etc are integral to what's going on. If we just went through the journey without knowing the history we wouldn't understand why things are happening or what needs to be done to resolve them. It's not an illusion, it's actual depth because it actually matters.
...this is my point. My original statement was "you can be the main character and not have the world revolve around you."But Spider-Man is not the center of that world. If he died, the story of that world would continue because it's set in the Marvel Universe where there are hundreds of comics detailing how life still goes on after him. Even characters taking up his mantle and becoming Spider-Man have happened.
Again, this is my whole point.And Saitama definitively is not. There have been large swathes of the manga where he's not even on panel the majority of the time. He's basically a side character at this point.
He isn't the central focus, he's the main character. Like I said, you can be the main character and still not have the world revolves around you.And I don't think Frodo is the central focus of LotR. He is one story we follow along with multiple others.
Some people, yeah.Does a guy playing Tomb Raider self-insert as Lara Croft? Do people "self-insert" as Arthur Morgan when playing Red Dead Redemption 2? I'd say not usually.
If it is a blank slate RPG it is definitely the intention to self-insert. I'm also talking about the context of a RPG porn game, not necessarily all games. I don't think a well defined character stops self-insertion, just makes it harder for some people.Self-insertion isn't ubiquitous to all video games , its usually restricted to a certain subset of them which lack well defined personalities to get in the way of thinking of "yourself" as the person in the game. I simply play all games the same way you'd play a fighting game, or Mario, or a TMNT game or something: the PC is just an entity I'm controlling.
I may have misinterpreted here. I was thinking about being the center of attention relating to porn scenes in a porn game, not necessarily the non-porn scenes. I see the benefit in balancing the focus of scenes.There's a big difference between being a viewpoint character and being the center of attention. One doesn't necessitate the other. I don't like stories where it feels like one single character is the only active force of the entire universe, it makes that story seem artificial. The MC can be the focus of some scenes. The MC shouldn't be the focus of EVERY scene. I think that some stuff should happen independently of the MC's control.
Stroking the player's ego isn't a bad goal for a porn game. I have different expectations for a porn game. An ignore button is the easy way for the writer to not write a path they aren't interested is doing, which isn't a bad thing. If there are characters that are intended for polyamorous, open, voyeur, or cucking content then that should be made clear early on so that a player is able to invest as little time in them as possible if they aren't interested in it.For example, I think the PC being able to "deny" other character's relationship is silly. It should be something you either encourage or ignore, but not forbid. It gives you an outsized amount of control for the purpose of stroking the player's ego at the expense of the veracity of the in-game universe (and, to add, an amount of control that can't possibly be consistently replicated throughout the game).
It's not a requirement for me. Generally, I don't self-insert as exactly me. Sometimes its someone who I wish I could be. I think it depends on the person, though. There is likely variability in ability or desire to self-insert that is affected by similarity of the character. So, the more concrete you make a character, the more you decrease the proportion of people who would self-insert. but its certainly possible.I don't really think this is true. Self-insertion is at direct odds with an interesting character, I really don't think it's possible to do both.
You can have a concrete characterization within the choices the player makes. For example, having the PC declaring love for a character after choosing to have sex with them is probably a bad idea, worse if they haven't even had sex. Generally, love is related to a pursued romance option. I think the bigger issue with those complaints is a lack of build up to the declaring of love. Generally, most players who wouldn't love the character would have stopped pursuing the progression and wouldn't have an issue. If of course, they went through the scenes until the PC declared love and the player was convinced they didn't love them, and then complained, I could see what you mean, but I don't think that's generally what happens.I've seen people complain when, say, the PC declares their love for a character and the player doesn't feel the same way. I've seen people complain about the PC's tone in certain scenes, that its too angry when the player hasn't directed them that way. I myself have disliked scenes with Gweyr, where the player is sympathetic to her estrangement from her family despite me thinking she kinda deserved it.
There are too many shackles in place caused by people expectations of a self-insert character to give them an interesting personality. Gotta pick one or the other.
I don't think the issue is that the team is too small, I think the issue is that focus is deliberately on writing more content for less choices and branching paths for extended word count on a single path.This is pretty much what I'm saying. There's not enough interesting choices to make your blank slate character take the hit in personality. And the dev team is too small to give you the amount of choices that would make it worth it, at least to me personally. Hell, multi-million dollar companies have struggled with this same thing.
Would it make you comfortable to create a single character that you devote only to Brienne then? That way, that PC would be reciprocating and fully focused on Brienne, and there wouldn't be any hypocrisy or unequality?Coincidentally I agree with Sav here. Characters that make the PC the center of their whole lives make me uncomfortable, because the player can't logically reciprocate, which makes the relationship seem massively unequal. I can't take the PC pretending to have a deep, lasting relationship with a single character, then turning around and saying basically the same thing to 20 other chicks while the first one waits back at home for the PC to give them some attention again. Harems kinda creep me out.
Which is why I enjoy when NPCs do their own thing sans the PC.
I guess I have an issue of coming up with a head cannon and running away with it, so I'm good at coming up with a character, but then I get frustrated when I get off the rails. That's also mostly related to Tobs content though.You might just be because I have no problem conceptualizing a character based off all the choices in the game and my own ideal in this setting. They don't all have to be pivotal choices to fit what my character would do. And I already said the problem is when they do take choices and force dialogue on you, which we see a lot with Tobs and why his content gets lambasted so much.
In a way, the main villain is focused on you because you happened to be in the right place at the right time. But, the reason you are in the right place at the right time is because you do possess a special quality no one else in the tavern does: courage. I would have said empathy as well, but its possible to want to help Cait for selfish reasons (like a reward) if you are playing that kind of character.The main villain is focused on you due to sheer happenstance (literally just standing in the right place at the right time) as opposed to you just being generally super awesome.
What you see shapes your perception. What you don't doesn't tend to. That's why, mechanically, characters being unthinking unfeeling dolls doesn't affect how people perceive them. This is why sequels can alter people's enjoyment of an older work, unless they haven't seen or heard about it from other people. The less you see, the easier it is to compartmentalize it. People generally can separate game battle mechanics from story using suspension of disbelief, but there are cases when there is such a disconnect between game and story that it causes ludonarrative dissonance. The fact that that phrase exists indicates that probably someone experienced a change in perception of story based on gameplay.I'm obviously not talking about game mechanics. Game mechanics don't shape perceptions of characters. If they did, people in this very thread wouldn't be irritated by how the game treats them in the story because the mechanics treat them the same either way. Mechanically, literally everyone is an unthinking unfeeling doll when you aren't around - that's not how anyone, in this topic or any other one, actually perceives them, because mechanics don't shape character perception.
I don't think automatic defeat cutscenes are good game design. They might be the best way the writer has of moving the story along, but its more a concession due to limitation of paths.The gameplay is almost invariably completely independent of the story. If there's a cutscene where your character gets beat, it doesn't matter how high you level up - your character gets beat.
I think that story is a more important factor than gameplay for characterization, but an ideal would be to use gameplay to strengthen characterization. Usually though, fun gameplay is more important than that so concessions are made, and the story can make up for any dissonance. Go to far in the gameplay, though, and it can start overriding suspension of disbelief.Story trumps gameplay, always, when it comes to shaping perceptions and personal taste in how characters are handled. Almost nobody's personal tastes take gameplay into account.
That worldbuilding has a direct explanatory effect on elements directly affecting the story. They serve a purpose, and as you indicate are usually one liners that aren't overly expositing. The issue with CoC2 is that it has large exposition dumps.None of that is answered. None of it is referenced again (besides the fact that the MF is fast). It doesn't matter, because we don't need to know.
...
Or when Han meets Lando, they, in a short period of time, reference several events in their shared past that we get no detail on. Just vague references that let us know that there are things and places outside of the scope of this story.
That's all worldbuilding, and good worldbuilding.
Level 20 cap...You must be registered to see the links
You can try out Drifa, written by Jstar and coded by mod anon.
Full release probably tomorrow. There may be bugs.
Edit: Also, save compatibility is not guaranteed.
You must be registered to see the links
Yeah, that's the subset I'm talking about.If it is a blank slate RPG it is definitely the intention to self-insert. I'm also talking about the context of a RPG porn game, not necessarily all games. I don't think a well defined character stops self-insertion, just makes it harder for some people.
Eh, I think this is up to personal taste.If a character is introduced in a sexual way in a porn game, then they should be focused on the player character. I don't think it follows that because in a normal RPG a shift of focus at times to another character can be good means that it is a good idea to shift the focus to another character having sex unless the intention is voyeur, cucking, open, or polyamorous relationship.
I get what you're saying here. I think it all comes down to a push-and-pull between the porn and the plot. I think such options hurt the plot (at least for me), but I can see as to where they'd improve the experience of the porn part. The call would come down to where you want your game to focus on; there are plenty of games on this site where the porn is subservient to the plot, and vice versa.Stroking the player's ego isn't a bad goal for a porn game. I have different expectations for a porn game. An ignore button is the easy way for the writer to not write a path they aren't interested is doing, which isn't a bad thing. If there are characters that are intended for polyamorous, open, voyeur, or cucking content then that should be made clear early on so that a player is able to invest as little time in them as possible if they aren't interested in it.
Like I said, its not something I can quite relate to, but the mechanics of it and how it differs between people is an interesting topic.It's not a requirement for me. Generally, I don't self-insert as exactly me. Sometimes its someone who I wish I could be. I think it depends on the person, though. There is likely variability in ability or desire to self-insert that is affected by similarity of the character. So, the more concrete you make a character, the more you decrease the proportion of people who would self-insert. but its certainly possible.
Yeah, lack of buildup is an issue that I've seen come up a decent amount between this and TiTs.I think the bigger issue with those complaints is a lack of build up to the declaring of love. Generally, most players who wouldn't love the character would have stopped pursuing the progression and wouldn't have an issue. If of course, they went through the scenes until the PC declared love and the player was convinced they didn't love them, and then complained, I could see what you mean, but I don't think that's generally what happens.
Funnily enough, the context was something to do with a Kinu Quest. I don't know what specifically it was, because, again, I've done basically no kitsune content still (lack of interest in Kiyoko, mostly) but it was just something I noted people had opinions about. Sounds like a recurring Tobs problem.I'm not really sure the context of anger you are talking about. For me, when it comes to the PC being angry in responses, the issue I have with it is that theres really nothing you can do. It is actually worse when I'm self-inserting and also personally would be angry, because now I'm resonating with the anger the PC feels and I can't do anything about it. This usually happens in Tobs content for me, and is part of the reason I've not played a single Kinu quest. The big issue with Tobs content is the PC lacks agency because of the linearity of the narrative, which comes out as the player character being weak. This doesn't cause issues with me self-inserting, it just isn't interesting to me. The whole Kinu stepping out of the parents shadow theme doesn't make up for that lack of interest.
My personal issue with Gweyr was being misled. After she first gives you her story, you basically get to make a judgment call on how she behaved in her tale. You can say what she did was necessary, or you van say she's a monster, as well as a more neutral option.From my understanding, you don't self-insert as the player character, but you disliked the Gweyr scene anyways. Wouldn't this indicate that the issue is outside of self-insertion?
Eh. You run into a matter of practicality there: Brienne (or any other character} doesn't have enough content to hold up a game by herself. She wasn't designed that way, no character was. I wouldn't devote the time to run through the entire game just for Brienne scenes.Would it make you comfortable to create a single character that you devote only to Brienne then? That way, that PC would be reciprocating and fully focused on Brienne, and there wouldn't be any hypocrisy or unequality?
Sure, but that just makes you a decent person. There's a difference between a character being particularly brave and a character being The Chosen One. Heck, to bring back my earlier One Piece example that's a huge argument going on in One Piece about Luffy right now; that's he now way too special and it damages the story, despite the fact that he was already pretty damn special.In a way, the main villain is focused on you because you happened to be in the right place at the right time. But, the reason you are in the right place at the right time is because you do possess a special quality no one else in the tavern does: courage. I would have said empathy as well, but its possible to want to help Cait for selfish reasons (like a reward) if you are playing that kind of character.
Oh, I don't either. I'm not saying they're good, I'm just using them as an example of how story trumps gameplay in almost all situations when it comes to characters and story.I don't think automatic defeat cutscenes are good game design. They might be the best way the writer has of moving the story along, but its more a concession due to limitation of paths.
Yeah we pretty much agree on this. There's kind of a fuzzy line drawn where story and gameplay affect each other, though, and I think where that line should be is going to be different from game to game.I think that story is a more important factor than gameplay for characterization, but an ideal would be to use gameplay to strengthen characterization. Usually though, fun gameplay is more important than that so concessions are made, and the story can make up for any dissonance. Go to far in the gameplay, though, and it can start overriding suspension of disbelief.
Oh, I think CoC2's worldbuilding could use a lot of work; the Convocation of Mirrors for instance was a really sloppy way to tell an important piece of lore.That worldbuilding has a direct explanatory effect on elements directly affecting the story. They serve a purpose, and as you indicate are usually one liners that aren't overly expositing. The issue with CoC2 is that it has large exposition dumps.
I wish you could tell your foxy family to fuck off after Kiyoko and Kinu kindly inform you that your opinion doesn't matter at all, we shouldn't be forced to romance her just to get her out in the first place. I want Kohaku romance instead .You must be registered to see the links
You can try out Drifa, written by Jstar and coded by mod anon.
Full release probably tomorrow. There may be bugs.
Edit: Also, save compatibility is not guaranteed.
You must be registered to see the links
Kohaku gang, best gang???I wish you could tell your foxy family to fuck off after Kiyoko and Kinu kindly inform you that your opinion doesn't matter at all, we shouldn't be forced to romance her just to get her out in the first place. I want Kohaku romance instead .
I wish we could get Kohaku out of the Kitsune Den. She deserves better then to be in that place.I wish you could tell your foxy family to fuck off after Kiyoko and Kinu kindly inform you that your opinion doesn't matter at all, we shouldn't be forced to romance her just to get her out in the first place. I want Kohaku romance instead .