Just finished a playthrough of the game. Got a little feedback
Overall, enjoyed it a bunch. Will leave a very positive review later when I have time. Just had some feedback on what I thought was my biggest gripe with the game.
In general, I think the camp system, and the way you unlock and consume the different scenes and events, is very flawed.
One of the main reasons I think this is, is because of how disconnected it feels with the main story/adventure part of the game. I can go from "just met an angelic emotionless killing machine" to "lovers" with Metatron before we even reach the first destination of the game. However, outside of those specific camp scenes, it doesn't seem like this change in relationship matters at all. It leads to this feeling that the relationship building and story part of the game are completely separate.
Not only does this rapid change in relationship feel weird narratively, but it also means that I have essentially completely blown through the content of one of my favourite characters extremely quickly, and the rest of the game she will have essentially nothing. While this is technically my fault, and I didn't HAVE to focus on her and could have slowly paced myself and done a small amount of scenes for everybody, I would guess that almost everyone is going to focus on their favourite girls and probably not worry too much about pacing their events out.
As I said earlier, this leads to some weird narrative moments, where I have suddenly grown extremely close to multiple girls before the story even essentially got started. This issue is only going to compound itself when the main storyline progresses, and rather than finishing off my fav girls stories in the first 1/3 to 1/2 of the game, they get finished in the first 1/4 or 1/6 of the game.
On top of that, you can get scenarios like when Ashley starts calling me her boyfriend even though we literally never had and romantic scenes before this, but since her affection was high enough I was able to accidentally choose an event out of order, which really took me out of the narrative.
Finally, another issue I have found with it is what happens to the girls you don't immediately actively pursue immediately/take on missions. For example, Cecilia joins your party just as your about to set off. I was interested primarily in Metatron and Sarah, so I chose to build their affection/trust scores first. This meant that I literally never talked to Cecilia until I had pretty much finished the game. This is apparently a super important character in the MC's life, but since trust/affection is limited, I never had any interaction with her.
This is even worse when it comes to Sam, who is supposed to be my best friend. These characters have zero input on whats happening in the story, or the decisions I have made. And when their scenes are done, it kinda feels like these scenes should have happened right after I set out on the main quest. Like I said earlier, it just feels narratively weird.
Finally, one last issue I have is that the party rarely feels like a true PARTY. Some of the characters do mention eachother, and there is the occasional scene, but for the most part they feel very individual. Frankly, more scenes with multiple characters interacting with eachother, and more reactivity to other party members in general would be very welcome.
I know I kinda got a bit carried away, so here are a couple suggestions I have to make the story and camp scenes mesh a bit better:
- Think about potentially locking some events behind certain story milestones to prevent players from speedrunning characters storylines before the main narrative has even started. I think it would make sense to gate the romance events a little bit. I like that you can focus on the characters you like and unlock the scenes you want, but something that encourages main story progression to unlock more scenes would just make the game flow a lot better.
- Maybe have some characters INITIATE certain events, rather than have the players initiate everything. For example, maybe after returning to camp after a certain point in the story, a character might come up to you and comment on what just occurred, or on what they think about you/another character. Something to prevent certain characters from becoming invisible if you are not actively building their relationship. Like maybe after Cecilia joins the party, Sam comes up later and mentions something right away, rather than wait until I get around to manually activating her events. Or maybe you come to camp one day to find X talking to Y, rather than having you initiate the "X talks to Y" event. I think this would go a long way to making things feel more natural and better integrated into the main narrative.
- In regards to events meant to be triggered in a linear manner, lock them in order to force you to trigger them in a linear manner. This is essentially already done with some scenes, but it can be easy to trigger a scene out of order in the "sleep lewd" scenes if you have already built up affection.
Anyways, I love the game and the writing for a lot of these events is fantastic. I just think that with a few tweaks the narrative will flow a lot better and be a much more enjoyable experience