- Oct 29, 2020
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Have you considered that your game might just have a bit too much going on? Like in your original design document / flowchart of the story / basic plot outline, is it intentional that 90 percent of the gameplay is clicking UI elements over the same 5 jpgs? You have a minimap, but you also have a bigger minimap that is the game world itself - buttons that don't show until you mouse over them, etc. Moving around the world feels long and kind of pointless, there doesn't actually seem to be a reason for it to even be sandbox. You have really restrictive stuff around needing to hit specific sequences in order to have a shower - mirror, toilet, bath, etc. and there doesn't really seem to be branching paths or events to discover out of sequence, so the sandbox is kind of just getting in the way of itself.
I think you have good renders and the art should be the strength you lean into. This exact same game, played out something a little closer to a visual novel with choices, or with a simplified sandbox of just an overworld map like your minimap but with a few more details - something halfway between the two things you have going at the same time - I think the overall playing experience would improve greatly. Try to only fill the world as much as you need to around your actual scenes and story, rather than build a big world and then struggle to fill it - if that makes sense. That leaves you a bit more free to focus on your scenes and renders. I think the majority of players would prefer almost instant travel between good sex scenes / plot, rather than needing much immersion in traveling the world. Think of how annoying needing to get buses in some classic rpgmaker games starts to get vs just being able to click your house on a map, for example.
Having said that, it's your game to do whatever you like with - just throwing some cents at the pile. Cheers, keep up the good work
The buttons aren't supposed to show up until you hover over them. That's intentional.
Yes, there is a lot of locations and things to click. As the game gets more updates, those things will gain utility, and have purpose.
Moving around seems pointless because you're on day 1 and there's not a lot to do yet.
There's not branching paths because it's day 1...
I built the big world first, because the code has to be there to build the rest of the game on.
Players would enjoy ONLY sex scenes... But that's not the type of game I'm making.
Hopefully that answered all those points. lol.
Appreciate the feedback.