It feels a bit harsh to rate this game 3 stars when the game has a lot more work put into it than other text-based/html releases. The content is very expansive with a ton of different story and character customization options. The main narrative itself is interesting due to sheer amount of reactivity it has to the player's unique game state, which can also be customized with options for the various side characters, player preferences, and personalities.
In my opinion the problem is that the game mechanics, such as combat/sex events, are not really suited for Twine. In these events you can adjust each various limb and body part by selecting various radio buttons before ending your turn, which can get a bit tedious if there are multiple attackers. Navigating the world map can also be time consuming and annoying, because the visual game map and movement options aren't in the same place most of the time.
The bones of a really interesting game are here: There are a lot of options for changing your character's clothes, vitals, and appearance that are reflected in the story and art, which is something that's pretty hard to pull off. Most of the game's subsystems make sense and work with each other, with the exception being the various dynamic player stats (Pain/Control/Arousal/etc) feeling like an annoyance most of the time. My main issue though is in how this game is presented, and I don't think it's really the developer's lack of trying here. This is not like other text-based life sims where many of the mechanics are hidden or unintuitive, it's just that trying to navigate through the game itself feels like a drag due to the RPG mechanics stretching the limits of what can (or rather should) be done in Twine.
In my opinion the problem is that the game mechanics, such as combat/sex events, are not really suited for Twine. In these events you can adjust each various limb and body part by selecting various radio buttons before ending your turn, which can get a bit tedious if there are multiple attackers. Navigating the world map can also be time consuming and annoying, because the visual game map and movement options aren't in the same place most of the time.
The bones of a really interesting game are here: There are a lot of options for changing your character's clothes, vitals, and appearance that are reflected in the story and art, which is something that's pretty hard to pull off. Most of the game's subsystems make sense and work with each other, with the exception being the various dynamic player stats (Pain/Control/Arousal/etc) feeling like an annoyance most of the time. My main issue though is in how this game is presented, and I don't think it's really the developer's lack of trying here. This is not like other text-based life sims where many of the mechanics are hidden or unintuitive, it's just that trying to navigate through the game itself feels like a drag due to the RPG mechanics stretching the limits of what can (or rather should) be done in Twine.