I've answered this before, but to recap: dark content will exist until the end of the story. People got really concerned about this prior to Chapter 7 (Ashe's date) and we saw how that went. For that matter, there's
plenty of dark content in Chapter 9.
The only thing that changes is that some girls won't be around for it. We've seen
Nicki and
Viola leave the story already. Others will follow. Some will stick around for a long time, and some won't. Now, people tend to act like I'm punishing players who like that content, but it's not about that. It's about maintaining a veneer of realism, about balancing my workload, and about pursuing what I'm personally interested in.
Realism: Guy can't just be a complete monster to a character, forever. Where does that end? With him in jail or dead.
Workload: People complain that I do all these paths, and then also complain when I reduce the one which is most different from the others, and therefore requires the most extra work.
What I'm Interested In: The darkest options just don't really leave the story with those girls many places to
go. There are some games that
have followed that route, and it just ends in a weird, ugly, power fantasy. I'm not interested in writing that. It has nothing to do with my personal tastes, my stomach for the material, or my work ethic. I just don't think it will be a good story.
Plus? Dark Guy, as I write him, is not some Machiavellian schemer who could maneuver through the echelons of local government to evade all consequence for his actions. He's not going to be a drug kingpin, or a slave trader, or the mayor. He's a middle-aged college dropout with a mid-tier physique, above-average cunning, a lot of money, and a weird talent for reading people. That's it. So, I write him into situations that I think will be the most interesting to see him in.
Honestly, the problem with writing challenges into a Ren'py visual novel is that they don't really mean anything when someone can just roll back the game. It's why I don't do 'game over' endings -- I just have characters make decisions that won't result in a game over. What's the point when someone can just restart from their last decision? It's also why I didn't like.. Let Guy beat Jamie up, back in Chapter 4. What's the point? It doesn't mean anything if he wins that fight, because the player didn't have to do anything but click the, "I Win!" button.
So, I focus more on what I think makes the best story, and plotting for long-term consequences. There are things players do, which don't matter until chapters later. I think that's the best way to make it feel like your decisions actually matter -- it's easy (and boring) to quickly roll back a decision when your main playthrough ends in Guy dying in a hail of gunfire. It's harder when you make a choice chapters earlier, which comes back to bite you in a small, but annoying way.
Tag away, man! I'm no one special, I'm here to talk to you folks.
I don't think it's a big spoiler, but -- yes. Her absence will be felt, in ways big and small. I've got a mini-update planned for between Chapters 10 and 11, which will basically show why having a competent assistant is important.
Joshy, let it be known I added a little tip of my hat to you in one of Risa's Chapter 9 scenes.
Romance awaits!