FAPPYPLAYA
New Member
- Feb 5, 2023
- 10
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Based!I might get strays from this but I genuinely hope Sophie never loses her bratty attitude, or at least, never stops being the tsundere even if Milly will go balls deep in her forever
Based!I might get strays from this but I genuinely hope Sophie never loses her bratty attitude, or at least, never stops being the tsundere even if Milly will go balls deep in her forever
Yeah. It was pretty short though. Basically just a holdover picture while the narration describes how they both got dressed for school and milly kept bothering sophie during it.Was it there in the game? I cannot remember this one. Where is it?
Save states carry over to new updates. Plus the "skip dialogue" goes by pretty fast. Use those two convinces and you'll get to the new content real quick.hmmm so every time i update i have to play from the beginning.....
Nah she's the best. I love bratty girls.I might get strays from this but I genuinely hope Sophie never loses her bratty attitude, or at least, never stops being the tsundere even if Milly will go balls deep in her forever
I also would like a gallery for the game but I feel it's worth mentioning that the game really has 4 paths. And in Day 4 or 5... 3 out of the 4 paths will end, leaving just one path at the end of the week. I don't know why the game has gone this long without a gallery but the dev usually responds to feedback so he probably has his reasons.im not the only one to say this , but at this point this game REQUIRES a gallery... not a bad thing but this game has more and more branching paths, path that are diverging and merging and diverging again and again. What i am currently doing right now is my saves in two rows, the top row is one path and at the bottom is a different path , but now its becoming more and more clear that this is just not gonna work as the game progress ... it just barely works now ... BUT ... I didnt come empty ended.. in my head heres what it would look like [look at attached picture]
heres some things that should be obvious :
its going to be more polished then this rough sketch
have the gallery be more parralel to each gallery selection, in mine they are all over the place but they would be an actual grid because i just did a rough sketch.
i dont know the actual path , so this is just random paths that i made remembering some path choices that happened in the game trying to explain how i think some path would look like if its not straigh forward. the gallery would obviously be the actual real paths.
also one thing to add , i personally would like the gallery scene to start a lil bit before the video part (unless the scene start literally at the video part obviously)
basically what im saying is each gallery scene would be the actual scene and not just straight up the video and done deal
Thats really depends how long the total story is gonna be no? How long does it plan to make the game? I honestly came here for Hana and tried both paths and enjoyed the ntr one more. If dev needs some time to make the game i have no issues but giving the gooners of this site an update with no sex scene can cause riots.Probably the main reason this takes so long is the renders. There's the occasional inconsistency where clothes don't match from one picture to the next, but it goes to show that EVERY picture is "hand-crafted," so to speak. It's been a choice that makes the game stand out visually, but it means it will take ages beyond the writing.
We've already been told the models are heavily customised to look better than stock koikatsu. Adding custom images for EVERY SINGLE TRANSITION, including minor shifts in facial expression. There's a reason the file size is huge for only covering 2-3 days in-game.
I'm not describing anything new or surprising, I just think it bears repeating. Most visual novels use portrait sets and reuse 2D background images for at least 2 reasons: it saves time and it saves money.
At this point, however many years into development, there's possibly a sunk-cost fallacy in trying to even think about changing to a less time-intensive method. But I sincerely hope the dev finds some shortcuts, or completing this game will take a decade at this rate.
Someone correct me if I'm wrong, but multiple in-game weeks. 3 if I'm not mistaken. And if the rate of one in-game day per year of development is true, it will only take half of that to reach a decade of dev time.Thats really depends how long the total story is gonna be no? How long does it plan to make the game? I honestly came here for Hana and tried both paths and enjoyed the ntr one more. If dev needs some time to make the game i have no issues but giving the gooners of this site an update with no sex scene can cause riots.
As a kk user I don't know if he's thinking of all this, but he's one of the best at making use of the very limited hardware of the studio. For instance panning the camera just a few centimeters below the jawline makes every character look like shit. And what this dev has pulled off is finding the perfect scene angle and making every scene look good every single time and I'm not sure you know how many devs wish they could pull it off myself included.Someone correct me if I'm wrong, but multiple in-game weeks. 3 if I'm not mistaken. And if the rate of one in-game day per year of development is true, it will only take half of that to reach a decade of dev time.
On another note, critiquing the game:
I think the 'dynamic angles' are overused. There are multiple ordinary talking scenes that use jauntily angled (often overhead) shots for seemingly no reason. Possibly to better capture the facial expressions (which seems to be a huge focus of the work), but the jaunty part isn't necessary for that. The effect is quite dizzying, for a mundane conversation, rather than helping to tell the story. If the scene being captured was itself dynamic or chaotic, or the conversation was to that effect, I could understand, but they aren't where I noticed.
In film, the angles which you shoot help tell the story. A low angle shot of the character(s) makes them look bigger, intimidating or heroic. The low, tilted angle of Milly and Ollie playing dice is, as far as I can tell, trying to keep the dice, the characters, and their faces in one shot (maybe also keep Milly front and centre). Fine. But why the tilt? I don't know. Nothing from the scene tells me why the dev chose to use a tilted angle.
The best I could come up with to explain my feeling as I watched this is that it feels like the cameraman at a wedding: All sorts of shots from all sorts of angles that look good in a collage, with special attention to make sure you can see everyone's faces. But if you view the pictures in sequence, you're unlikely to grasp a timeline or a narrative (especially before they've been curated and put into a viewing slide).
This sort of extravagance extends to lighting, such as the sparkles and sunbeams. They make a scene pop, but not every scene which they are used for are particularly important or dramatic. I'm a big believer in 'less is more' and saving your big tools for crucial moments, to make them that much more impactful. Low impact, mundane shots that don't take much time to make are not necessarily "low effort" or "poor quality" when considering the whole of the work. They form an important backbone that doesn't tire the audience.
Take a look at fanfiction and you can immediately see a problem where inexperienced writers struggle with purple prose, dressing up every little description. Purple eyes are always "amethyst orbs," and blonde hair is always dirty or "golden locks". No one simply talks, says, or speaks, but shouts angrily, whispers quietly, or declares triumphantly. Maybe I'm wrong, but I think the dev has the same problem but with their camera-work.
I don't know about it being a blunder because the game pops off during futa x futa season. A LOT of people like seeing the alternative story and sub up for it. But I think the dev already knew alternating paths might not work time-wise and that's why he set it up the way he did, so he can cancel it when he wants.I honestly think this whole "alternating between paths" thing is a huge blunder. If every update progressed one path then there wouldn't be a bunch of people upset that their preferred route isn't getting updates and things wouldn't feel so unbearably slow because a little progress would be made each time.
The chances of seeing an ending feel absolutely miniscule. Maybe this dev will be the one in a thousand with serious dedication and works on his projects for years but if he isn't then the games going to be left half baked and incredibly unsatisfying. Which is an absolute shame because the dev has all the potential to make some absolutely top tier stuff, I'd LOVE to support them and see their future projects based on the quality of their work shown here but I just don't feel confident when it feels so mis-managed.