Honestly, menu/boxes aesthetic should be more present in AVNs, to give some sense of Identity. For instance, look at the menus in Persona 5. You can see what the game is about in their menu presentation
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That kind of aesthetic choice is very well presented in Cyberheart
Funny you mentioned that, because Persona 5 was indeed the motivation for me to create that style of UI! Well, somewhat anyway, that was before I realized I sucked and didn't have enough experience to pull that off

But next game will have some of that style though!
In case anyone wonder, I was inspired by (and I'm talking about the UI alone):
- Detroit: Become Human (in-game choices)
- Final Fantasy (literally the mold I used for the buttons and their composition too)
- Persona (5 specifically)
- Halo (2 and...4 I believe)
- Xenoblade (really inspired with the piano track)
- L.A. Noire (this was the one I tried after failing Persona 5...and failed again)
In short, I really like the menus that makes you just chill for a minute before hitting the reality again, and proceeding to play the game. But if a menu manages to grab your attention for just a few moments? Yeah, that's my thing right there.
I know Cyberheart is an adult visual novel and not an AAA-titled game - but as I said before, it doesn't mean that the game doesn't deserve a good-looking UI.
