to me, the mini games should be there as a complement, not the main dish. and the combat was already good enough in the first book, all they needed to do was build upon it. instead, they kept reinventing the wheel, and it just became an exercise in futility, as it had no effect in any other book.
as a side note, since each book is a completely separate story, with not real(IE. gameplay) connection with one another, they could just released each as a separate game.
but, since they are all in one, i think they should keep things, and add, more stuff, like equips, and abilities that would transfer after each book. maybe, have specific abilities that are slave/love route only, nothing major, just 1 or 2, on each. something to entice players to want to replay the game to collect all abilities if they wanted to.
it is a game, its a porn game, sure, but there's no reason why it couldnt be fun to play along side being fun to fap to.
I agree.
People call it a game, but ren'py has always been made for
visual novels, who are mostly more of interactive books, most of the "choose your adventure" kind, with audiovisual effects.
And most follow this formula, just with some extras to pepper it but not really needed.
Most
professional ones do it, even if it does not look like it. Ace Atorney, both the investigation and courtroom are mostly interesting ways to get the various dialogues - you can have the right info and items but you can check, show or press wrong ones just to have more fun dialogue. Danganrompa has a more tense courtroom minigame, but that is just to give it tension as if your life is on the line, it is still basically "you figured it out/you did not". Zero Escape, the room escapes are mostly a way to both give story info (lots of the dialogue when finding the pieces to escape end up being important exposition, some relevant to the characters, others to later story points) and give you the feeling of their "escape or die" position - they are not even made by the same people, the story made by the main team and the puzzles outsourced from a group specialized in these things.
And yeah. I can see how "download one, play 4+ from it, all connected" sounds appealing, but the way it is done is just very confusing... and honestly a waste.
They should have a check on the saves if you did the other books on the same one and what you did on them, at least. So if you did something like help free the slaves on book 2's slave route you may meet one of them at a point in book 4 or something like that.
That would also help keep track of where you did what route, and in book 2's case what ending you did.
I'm not even asking for equipment transfer - would not make much difference since the mc trades bodies with no way to know what he is going to next, and as the main skills are transfered too they would not need it (but some extra dialogue based on something the mc could only learn by playing another route on the same save would be nice)
But the main problem for me is the lack of consistency between mini-games.
Battle systems change completely. It would be one thing if they changed as improving, but no, they seem to have completely diferent bases. Book 1 is a third person view attack, defend, heal system, Book 2 is a more tactical up to 3x3 (with armor for different defenses) that
could be seen as some progression of it... Book 3 goes a completely different feel though, first person view gone is defense, only normal or wide attacks of different elements or healing potions. It is understandable as you learned a wide attack on book 2 and of the story circunstances, but it is still jarring. Book 4 Slave's closest thing to a battle system is pro bending, and instead of playing something close to Book 2's it was turned into a brain age-like minigame.
Crab Battles, while an interesting enough aside in Book 2 I went out of my way with no real need to become the champion, in Book 3 they almost became a chore, as while the battle themselves seemed to be the same the way to get them or even battle them became too much of a chore for me.
And the two book 4's minigames are very inconsistent between them too. And while I can understand their uses in Slave, one is an action focus thing, one is a bejewelled about coins to get the coins and the wind ones are hand-eye coordination about the control of the wind and controlling how it flows, in Love they are controlling your power with it, which could make sense if it did not jar so much with the Love ones... and Simon Says. Lots of them, for everything, be physiotherapy or wind control or even just to fill dialogue. What.
I believe, and you guys are free to disagree, Mity is going into the same trap many people here seem to go into.
"This is a game, so it needs minigames to not become an electronic book with nice pictures and sounds."
This is a visual novel. It is,
by definition, an electrononic book with nice pictures and sounds. Some of them are "choose your adventure" but Umineko is not, for example.
Minigames are a bonus. They are not supposed to be needed. And in the case of this visual novel they are at a point they are lowering the experience, not helping it.