4.70 star(s) 65 Votes

Shiko200

Active Member
Jun 22, 2019
506
600
136
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 did the maths and 3 weeks in game for both routes will take an impossible amount of time at the present pace. Yep the dev has to figure out how to speed things up a bit maybe twice as fast as current rate. All in all while the game is amazing but this might be biting more than they can chew. I wish them the best.
 

capt91

Member
Jul 13, 2024
110
36
106
I did the maths and 3 weeks in game for both routes will take an impossible amount of time at the present pace. Yep the dev has to figure out how to speed things up a bit maybe twice as fast as current rate. All in all while the game is amazing but this might be biting more than they can chew. I wish them the best.
Yeah, the branch choices is starting to become a bit much
 

Keydaralio

Newbie
Dec 30, 2024
19
8
61
Anyone knows if Milly will fuck any girl in the futa x futa path or if she's going to watch how other futas fuck the girls? Would be far better if she shares the girls with Andrea and Natalie and isn't a cuck in the Dom path, I think that would be really stupid.
She could be the top dog in the dom-path that fucks all girls and futas and a cuck in the sub-path
 

chenzu77

Newbie
Sep 7, 2023
41
84
128
Anyone knows if Milly will fuck any girl in the futa x futa path or if she's going to watch how other futas fuck the girls? Would be far better if she shares the girls with Andrea and Natalie and isn't a cuck in the Dom path, I think that would be really stupid.
She could be the top dog in the dom-path that fucks all girls and futas and a cuck in the sub-path
He made the dom path in the futaxfuta due to popular demand,so i don't think milly is going to have a passive role unless you choose the sub path , she's probably gonna end up being even more of a menace than netori path milly.

I don't remember if i read this here or in his patreon but the futaxfuta is supposed to last only for a week since it leads to a game over situation where milly doesn't get to be the top dog, i imagine that for the dom path the game over will be very different
 

Privitarium

Newbie
Oct 25, 2017
90
46
161
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.

This is me personally but I'm not one to discourage a dev from utilizing his style and skillset, and settle for more of average where he can. Whatever he's been doing it's been working well for him for the past 2 years, so personally I think this is more of a nitpick than a problem.
That's fine, I recognise they've done very well visually compared to the vast majority of other koikatsu users (so well it's almost unrecognisable as koikatsu). Their composition is also phenomenal. Every picture looks great. Perhaps I have the terminology wrong, because I also agree that angles in animation can make or break the look of your models.

I do think that the presentation of those angles, such as rotating them so that they're tilted when viewed on the monitor, can make the picture look better. And in this work, there are many times it has been utilised well (the sex ones especially). It's an extra layer of visual flair. But this is a visual NOVEL, and as a storytelling technique, imprecise use makes it less powerful.

It's not about "settling for average," it's about learning to guage when standard techniques will better serve your storytelling than non-standard ones, and knowing how to use each are both parts of one's skillset. I think the phrase "when all you have is a hammer..." is apt here. You can get stuck in the mindset of using the one tool you have and are proficient with, rather than growing and learning new tools that better fit different problems/niches/situations.

Edit: I do not mean to say the dev doesn't know how to use standard angles/techniques. The first encounter between Milly, Hana, Elysa, and Natalie in the hallway is one example of good, standard work which, if memory serves, was finished neatly using one of those "jaunty angles".

I could use a fine point-tip brush to paint a 3 metre landscape. I could detail every blade of grass, until it's photorealistic. But I'd also have a quicker and easier time if I combined it with larger, flat- and round-tipped brushes with standard techniques that gave the impression of detailed grass, while giving my focus, my fine detail, to whatever is the foreground and "main character" of the painting, such as a large tree. The grass, being less detailed, serves the function of drawing the viewers eye to the more splendid tree and magnifying it (like some photographers that deliberately keep the subject focused and the background unfocused/blurry). A technique which requires less effort in the grass is not "low effort," or laziness. It's a deliberate choice that serves to enhance the detail work given to the large tree. Your style is not the techniques themselves, but HOW you utilise the skillset.

Granted, I come from a short-story writing background where everything has to serve a purpose. You could develop a very extravagant style that puts maximum effort into everything and no part has greater focus over another. Abstract art is one example (but they don't tend to leave an impression other than being impressive). And one has to consider time, not of the audience, but of the artist. Will your patience, creativity, and in this case, horniness, last long enough to complete your work? What other works do you want to give time to? How much time do you have?

Is this a nitpick? Yes. Is this also a problem? I think so, but I also have no insight into how big a problem it is. For all I know, deciding to give a jaunty tilt to a shot in post and actually doing it might take all of ten seconds. Or it could work from the opposite direction, an angle is chosen and poses are made/changed to fit the angle of the shot, which takes much longer to make look good than if you used an angle you already knew how to make the models look good in.
 
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Lumity275

New Member
Nov 24, 2023
12
7
89
Hi does anyone know how many path there are, how to get them and what the difference between all of them, any info would be greatly appreciate
 

Lysergic

Well-Known Member
Aug 18, 2018
1,546
1,995
368
I just wish we could get more Hana content* but instead the we get pointless updates like this one.

*and Amelia but I have no faith that we'll ever get that far before this is eventually abandoned
 
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4.70 star(s) 65 Votes