Going through your post
NeonSelf , please don't take it as an attack. Just offering my perspective, some info and curious on some of your own thoughts if you could indulge me.
Its a game, not a book or movie. The idea is it should be interactive with interresting decisions and consequences. And reading a story is 5-10 minutes without any interation is boring. I can tolerate story in a game as long as it motivates me to play towards some goal or explains gameplay mechanics.
But in Harem Hotel the story serves only one purpose - tell a story. It is disconnected from the game itself. Let me explain:
Runey describes this more as visual novel than as an interactive game. It has sandbox elements, but it's closer to a book than it is a full on game. Perhaps a small adjustment to the front page description would let folks better determine what they're getting into.
1 - every time you try to progress the story - you just click on "Talk" option. Its not an informed decision. You never know what your character will do or what consequences will be. As for me, progressing Maria to lvl 31 was like stepping on a land mine: unexpectedly one of my residents is removed and I dont know what to do next, except progressing the story and hope that she will return somehow.
2 - everything told in a story is useless in game. - What use do I have, knowing that Emma wants to become a vet? At first I thought that sanctuary will be some kind of animal shelter for fairies. What was the purpose of building a garden? Lin mentioned that she wants a garden, but after building it I have no special interactions there. Well, repeatable interactions. Instead, I have repetable sex scene in a bar, which is unexpected.
Goes back to the first. Using your specific example: knowing Emma wants to be a vet is character development. It serves the purpose of making Emma more a person and less of a thing. Perhaps you garner more empathy for her knowing her aspirations and trials. Maybe you don't. That's the purpose, to engage/evolve and present. It'll fall flat for some, it won't for others.
3 - game mechanics are not explained in a story. - As you know every girl has special "achievements", like becoming a nympho or submissive. But there is no explanation what benefits you will get of these. I keep guessing what are the requirements for making one of them my morning alarm, it seem to happen randomly. Same goes for lust - I dont know, if its possible to trigger lust events by doing something, it happens randomly. Having a guide in a story will be more helpful, compared to reading about local gods.
Agreed. A lot of it is trial and error but it isn't exactly complicated. If you don't mind explaining your perspective a little more, I'd appreciate it. To me, the ingame menu descriptions seemed adequate that not letting the girl orgasm would increase lust. While it doesn't say there will be an event when this maxes out, it at least does build so you know it's doing "something". Just that the something is vague until it happens, but since it's a goal to basically "fill the bars", why wouldn't you? How did this read to you?
4 - game stats are ignored in a story. - Story events are not locked by some stats like affection\money, they are like chapters in a book, you just need to read the previous ones.
Yes and no. Certain events use certain stats - mostly exhibition and supposedly 1-2 events that use submission (hasn't worked for me). Some events do require you have X amount of money before you can initiate the event. I can only think of one specific event where you need a ton of money to complete it but they hand wave you a bill instead so if you don't have it you can at least complete the event. What were your expectations for this?
Specific "achievements" are required for specific actions. This is told to you when you try to engage in that particular activity, so if you happen to max out a stat early you might never get feedback on what that stat does. Maxing it out is only really required for one specific character's event and you're also told specifically to build up said stats. If you try to get sexy time in the lounge room, it tells you to raise slut levels. If you want to get a blow job at the beach, it tells you to raise exhibition. Not everything is used to grand detail, but it is there. How expanded on this you want it to be you'd have to explain.
5 - story UI is lacking. - When I had to pay for something - I dont know how much money I have. Money panel is shown only when game is in sandbox mode.
Agreed - while it's not a major hindrance, it should be clear info for the player to know what they're working with. Maybe display your total next to whatever the cost in question is.
There are a few points I chose not to cover, because it's stuff Runey is building on and I don't expect everyone to know every little post that is posted here to know about. There are expected events/benefits of the garden for example planned. Others if you want a more concise response you'd have to specifically ask about, but I don't want this to look like I'm picking on your post. You offered a pretty solid point of view and I just wanted to converse.