Dual Family, Dating My Daughter, and Dreams of Desire are the only visual novels I follow that are on the Visual Novel section. There's a ton in the Games section that are treading that line (School Life & Sex, Snow Daze, Teacher's Pets, etc), and some that are blatantly visual novels (I Love Daddy, Babysitter, High Jinx, Thinking About You, etc), and then all the RPGM stuff that are basically visual novels that uses running from spot to spot as an excuse for game elements (The Gift, Incest Story, My Girlfriend's Amnesia, Humbling Experience) when it's really more of a glorified UI and errand simulator.
F95 doesn't seem to have a firm stance on when games go into the Games or Visual Novel section. That's excusable, though, because most of these games do have some gameplay elements. Like, Teacher's Pets has cash, a store, and an inventory. While not a significant part of the 'gameplay', they are still things you don't generally see in a visual novel. It is impossible to draw the line between "visual novel" and "game" except in titles where there is zero gameplay elements that aren't traditionally found in Japanese visual novels. I wouldn't want to have the job of sorting them out.
As far as whether or not a Visual Novel is a 'game' or not, I'm not touching that one. I learned to avoid that debate.
Dual Family, Dating My Daughter, and Dreams of Desire are the only visual novels I follow that are on the Visual Novel section. There's a ton in the Games section that are treading that line (School Life & Sex, Snow Daze, Teacher's Pets, etc), and some that are blatantly visual novels (I Love Daddy, Babysitter, High Jinx, Thinking About You, etc), and then all the RPGM stuff that are basically visual novels that uses running from spot to spot as an excuse for game elements (The Gift, Incest Story, My Girlfriend's Amnesia, Humbling Experience) when it's really more of a glorified UI and errand simulator.
F95 doesn't seem to have a firm stance on when games go into the Games or Visual Novel section. That's excusable, though, because most of these games do have some gameplay elements. Like, Teacher's Pets has cash, a store, and an inventory. While not a significant part of the 'gameplay', they are still things you don't generally see in a visual novel. It is impossible to draw the line between "visual novel" and "game" except in titles where there is zero gameplay elements that aren't traditionally found in Japanese visual novels. I wouldn't want to have the job of sorting them out.
As far as whether or not a Visual Novel is a 'game' or not, I'm not touching that one. I learned to avoid that debate.
Can't blame F95 for being divided on what constitutes to being a visual novel, either. It becomes really difficult when Japanese visual novel "Little Busters" employs fighting mechanics and a baseball mini-game and is sold as a visual novel. With Rance being even more confusing, as it employs watered-down strategy game mechanics and is also called a visual novel; despite being more in line with older games from the late nineties.
This is an instance of people, in some far off tiny little isolationist country, marketing something with an exotic label and fucking over anyone who tries to catalogue things in the future.
F95 doesn't seem to have a firm stance on when games go into the Games or Visual Novel section. That's excusable, though, because most of these games do have some gameplay elements. Like, Teacher's Pets has cash, a store, and an inventory. While not a significant part of the 'gameplay', they are still things you don't generally see in a visual novel. It is impossible to draw the line between "visual novel" and "game" except in titles where there is zero gameplay elements that aren't traditionally found in Japanese visual novels. I wouldn't want to have the job of sorting them out.
Let me put this way, "Visual Novels" section of the forum is less active. If your primary motivation is to attract player and Patrons, it's more beneficial for you to post the game under "Games".
This particular game, Crimson Gray, only has multiple choices as gameplay. I personally would classify it as a VN. It's unfair for other VN-type games on "Visual Novels" section.
I know my veiws a skewed, but I really liked this game, and liked the how it handled the subject matter. The fact I like crazy girls lends the game to my tastes.
I am working on this, since that's just what I do. Some of you may have seen my I Love Daddy or Glassix walkthroughs.
I'm pretty much just sifting through the Renpy source and piecing it together, so it's a bit tricky. There are 34 "choices", some achievements, some newgame+ bonuses, some gallery junk ... the good news is that the stat changes from choices (see pic) have an incredibly minor role in the story forks. It's mostly just scripted hops from one scene to the next, with only a few complications added by flags and stats. That will make the process easier. But, it will still take a few days. Right now, I'm about 70% done copying gibberish from script.rpy and formatting it into something easily readable so I can make an outline. Then I just need to put it all in the right order and and all the forks in the right spots based on flags, stats, and any other requirements. Should be done within 3 days, though.
Smile at her
Leave a note
Cautiously say yes
Talk to pharmacist
Talk to Lizzie
Nihlazine
Yes, we're dating
What kind of question is that?
Just keep talking
Take her hand
... There is a point check once reaching Lizzy’s house that decides if you get laid or not. This is the first major fork in the story. The Sex path leads down a Girlfriend route that is pretty fucking big. I haven't finished mapping it out because it just keeps going.
If [obsession + trust] is greater than [depression + instability + 10], then you get laid and start down that other fork that doesn't involve getting kidnapped (as long as don't reject her). If you follow the choices above, your stats will look like this when you reach the checkpoint:
obsession(14) + trust(16) > depression(8) + instability(8) + 10
There are a dozen ways to hit those numbers. The path I listed is just one of them.
What a horribly offensive game this is! I have suffered from self loathing for 40+ years and I play adult games to try and make my shitty existence a little better. Not only did I not find any adult content in this, I truly felt like sticking a gun in my mouth and pulling the trigger by the end of my playthrough. Fuck you SierrraLee!!!
honestly? you read the description and still played it.
You may have also read the comments and saw that one guy that said he found barely anything about porn.
The fault is not on who makes the game. It was your choice to play it.
Now, it happens sometimes that I feel like I wasted my time by playing a game. That happened often when I tried those games still in early developement, that's why I stopped playing them, except for the few that I already tried and know that are good. But this one? This one is a little pearl. Since the theme is so delicate, it's not for everyone, but I learned that Sierra Lee's creates worlds where you lose yourself into, and that's something that, with or without porn, I'll always look for. I'm sorry for your past, even if mine and the one of many others wasn't much better, but don't blame the dev, because they're just telling a little darker fairy tale.
edit: @jpsimon : I think he meant how to have sex while actually seeing the h-scenes.
So umm... i picked this up cause SierraLee is fucking legend, and cause the brown haired woman Mrs Smythe is hot as fk, so my question is, can you pick that woman instead or youre stuck with the blonde?
TL;DR - Game is not as big as it seems. Not worth making a walkthrough for. Very little to see. Just repeats.
Okay, so I spent about 6 hours sifting through this game. I found 29 different endings, and all were very similar with each other (VERY similar), and shared the same 7 CGs (or none at all). They were all very slight variations of getting captured, or growing old together, with the occasional murder/suicide bad-end thrown in. Most are plugged into the last 1% of the story and are passively (not by your choice) forked based on tiny changes in variables (obsession, suspicion, romance, etc) that are set when you make choices all through the common route (99% of the game). That means saving at the very end and reloading to see a different end won't work, you have to play the whole thing over again to set new variables. The only significant fork is whether or not you get kidnapped, and that merges back into the common route after 2 scenes, just like all the little tiny forks. Whether you accept her confession, or what medicine you give her, changes nothing in the overall story. The only way you're missing that damned fair at the end of the game is if someone flips their shit and gives you a Game Over early on.
Using so many hidden passive stat checkpoints instead of direct player choices is really bad design. The author should have focused on 8 quality endings instead of 30 blurbs that are like cliff notes of actual endings. I've seen about 20 endings now, and they're all really repetitive and unsatisfying. Even the True End is just another variation of the capture-theme that's a little more lovey-dovey.
Even if I made a walkthrough, it would be a complete waste of your time to use it because of how identical the paths are. And you'd eventually get pissed off at me for trying to claim those are all different endings when only 2 lines of text changed. Because of all this, I am not going to finish the walkthrough project. It feels like a very shallow and unrewarding idea now that I see how similar all the endings are, and how much trouble it would be to map out exactly what choices it would take (basically a shit ton of calculating variable scores awarded by different combinations of choices) to reach all 29 endings that are less than 100 words with no unique CG.
Even if I made a walkthrough, it would be a complete waste of your time to use it because of how identical the paths are. And you'd eventually get pissed off at me for trying to claim those are all different endings when only 2 lines of text changed. Because of all this, I am not going to finish the walkthrough project. It feels like a very shallow and unrewarding idea now that I see how similar all the endings are, and how much trouble it would be to map out exactly what choices it would take (basically a shit ton of calculating variable scores awarded by different combinations of choices) to reach all 29 endings that are less than 100 words with no unique CG.
Ouch, thanks for going through all of that. I'll fiddle around with this for a bit longer, but now I'm glad I didn't buy it. Add this game to the growing pile of games that decide on having a yandere main character and then making that the whole plot.
TL;DR - Game is not as big as it seems. Not worth making a walkthrough for. Very little to see. Just repeats.
Okay, so I spent about 6 hours sifting through this game. I found 29 different endings, and all were very similar with each other (VERY similar), and shared the same 7 CGs (or none at all). They were all very slight variations of getting captured, or growing old together, with the occasional murder/suicide bad-end thrown in. Most are plugged into the last 1% of the story and are passively (not by your choice) forked based on tiny changes in variables (obsession, suspicion, romance, etc) that are set when you make choices all through the common route (99% of the game). That means saving at the very end and reloading to see a different end won't work, you have to play the whole thing over again to set new variables. The only significant fork is whether or not you get kidnapped, and that merges back into the common route after 2 scenes, just like all the little tiny forks. Whether you accept her confession, or what medicine you give her, changes nothing in the overall story. The only way you're missing that damned fair at the end of the game is if someone flips their shit and gives you a Game Over early on.
Using so many hidden passive stat checkpoints instead of direct player choices is really bad design. The author should have focused on 8 quality endings instead of 30 blurbs that are like cliff notes of actual endings. I've seen about 20 endings now, and they're all really repetitive and unsatisfying. Even the True End is just another variation of the capture-theme that's a little more lovey-dovey.
Even if I made a walkthrough, it would be a complete waste of your time to use it because of how identical the paths are. And you'd eventually get pissed off at me for trying to claim those are all different endings when only 2 lines of text changed. Because of all this, I am not going to finish the walkthrough project. It feels like a very shallow and unrewarding idea now that I see how similar all the endings are, and how much trouble it would be to map out exactly what choices it would take (basically a shit ton of calculating variable scores awarded by different combinations of choices) to reach all 29 endings that are less than 100 words with no unique CG.
Damn, that's depressing to hear. I didn't expect this game to be long, but I did expect it to have meaningful choices and at least noticeably different endings. It's by Sierra after all. Oh well. They can't all be perfect.