overall good. solid qol. fair amount of visuals and consistency.
cannot really point a finger on anything. but i will try.
grimm2022
vids.as some ppl noted, different mc is no good. if possible - cut males out or retouch somehow. ; some sequences are indeed weird. like gial undresses, bends over and nothing happens. (maybe magic power malfunction, cannot tell) ;
some suggest 'gaming' elements like choices-options but im fine with just usual tracking routine.
(caz choices and variations usually makes my gameplay shorter & with missed leftovers not worthy of any replaying but which are negging me)
tips. on a separate button, all being shown at once, copypastable. (already better than in 75% of games.)
yet for me
truly functional tips = available [mantained open-seen] without blocking main ui (pages with locations).
(thus excluding tirggered scenes pages with its multimedia &text formated the usual way. no harm caz u dont need it there) i wonder if it is possible caz i think there will be enough space if to move top visual frame (like location picture) to the left and hence to have space on the right. maybe enough even without moving. as hints are short and with small font.
some lacks time (which feels like inconsistency given that most do have it)
home locations. with 100%screen size bottom ones are bit concealed. i think that happens when icons
interact with appear and move those down
knocking on the door. kylie: enter , you: should not disturb . there was no back button so i used arrowback.
( with melissa there was some return button. she said to come in but then she was busy. and without any visuals i think. felt odd. just extra clicks. )
formatting/design
font is def better than TNR. but feels 'cheap'. font size is rather small imo ; juicy colored chatboxes with white font lead to dizzy eyes.
luckily for devs i dont read in sandboxes... what would make
me read? probably qsp games approach: black text on light background, just one observable paragraph near multimedia. next paragraph for next visual . 1 should do per scene/interaction ( yeah i need much less text )
usually i advise to have approach "narrative out of quests/steps" not otherwise .that is, to cut the dialogues&texts, and to rely on visuals, tips, objects, quest-tasks sequence, dialogue options - together making things clear. text is something avoidable and more like a distraction/delay before doing what is matter - quests (imo for most sandbox player that is true. skip, not read mentality) . unfortunately for no-reader like me here i didnt get much understanding of what/why is going on. magic games (apart from being not good for my immerson) might be not good for all the above caz things seem to happen just because (of some magic). in other words things dont emerge from some clear n lewd scenarios ( imagine : having a thought -buying camera- going to gial home-spying at windows- spotting lover-making photos-blackmailing . here i could see things out of actions/tasks without any/ much text.)