I'm usually not one to complain (honest), but I've been feeling a little... disappointed? by the direction of development with this game. To be clear, it's fairly obvious the primary draw of this game is the art style and it's animations since it's... basically just a VN with extra steps for gameplay, and the story isn't exactly award-winning, but that's not... 100% of where my issues stem from?
Gameplay wise, it (I feel) attempts to present itself as non-linear but just... isn't? Not with the last several updates at any rate.
Development speed is nothing to write home about, kind of understandable with the quality of the art work, but each update is effective 'go here, talk to this person, repeat' for one character per update. Still understandable, development being what it is, but the way it's implemented makes the game feel like a series of isolated islands of events, rather than a cohesive whole- that is to say that, for example, entire updated are dedicated to a single character which is fine... except the nature of the game insists that each act needs to take place in order to make chronological sense, which leaves subplots unresolved or hanging for long stretches of in-game time, to say nothing of IRL time.
That's... sort of always been the case, but especially with these last few updates the story has been forcing the Asumi narrative down the players throat at a truly glacial pace. So instead of being able to focus on the new character interaction/smut, you're also balancing the meat of (effectively) and entire other update's worth of plot without even being able to react to it.
I'll freely admit, I don't care for NTR, so that may sour some of my views on the topic, but the last few updates have been really driving home my distaste for the current update model, or at least it's implementation. Doing one character per update works fine for non-linear games since you don't have to see/interact with the plot-lines that aren't ready yet... but GE is decidedly linear and as such trying to do it character by character means when you have intersecting character plots, like the last few updates, you don't get as much/any real payoff. And that's not just in the sense of IRL development times- you can feel the awkwardness in game from start to finish when the game shoves all this stuff in your face and then expects you to just... go do something else and ignore it? Which, isn't strictly a bad thing in and of itself, but when a decent chunk of the interaction comes from emotional payoff, distracting the player from what's going on right now is somewhat undesirable. Again, don't like NTR so take with a pinch or five of salt, but I feel like the point stands.
And also, for an engine upgrade you'd expect it to be less... janky? Especially coming from a Ren'Py game. I don't know if they programmed the new engine from scratch or if they're trying to make a new one fit the old style, but if you're going to go to all the trouble of building/adapting to a new engine, you'd think you'd want to avoid recreating many of the things that make Ren'Py so damned frustrating to use in the first place.
And that's before bringing up optimization and scene/sprite-flickering issues that, if I had to guess, are probably coming from the 'what the fuck is currently going on' logic being run concurrently with the 'display this scene' logic, or current scene info isn't being loaded before the previous scene is cleared from the screen- something along those lines, since I don't know how else you get characters flickering into and out of existence when you load a scene/location coming from another location.
If I had to guess they're reusing the 'display this shit' code and just feeding scene data into it based on player's position in the story-line, which is smart since you reduce lines of code and memory usage and what the fuck not, but the way it's implemented makes me think that it's just... not as integrated with the code from moving from one scene to another as it probably should be. I'm not exactly looking at the source code here, but if I had to guess? whenever you pass time or go to a new location it sends the current 'parameters', i.e. what should and shouldn't be showing in a given location at a given time, to a function that actually puts together and displays the various parts of the scene- location, characters, time, etc. I get the feeling that each time you change location/time it's sending those parameters to the function again, and the function has to go through a check-list of what to display... which is technically fine on it's own, but I'm guessing that the function is updating the screen while also running the actual logic to decide what to display at the same time, so you get a brief moment where all the default options show up before the screen gets accurate scene data.
I didn't explain that very elegantly, but I need to cease procrastinating and actually get back to work- scenes for v0.10 are cool and all, but being left hanging again about the Asumi storyline, which I already dislike on principle but can overlook as long as I have an actual fucking choice about how it ends up, has me feeling... not as pleased as I would like for this game.
I think it has potential, but man it's making me work on my patience.
PS: I'm aware game design is a bitch. It's why I don't tend to complain- while I don't like the linearity under the illusion of choice, my primary issues for this game stem from the backend-code shenaniganry rather than it's intentional design.