Unfortunately, it'll probably be a few months before that. I have a version coming around the 10th of July on my Patreon, but it will be more like a test version to familiarize with the character/story/environment and get feedbacks, so it's not yet the demo version.
And, as much as it pains me to say so for all the people who are eagerly expecting Chapter 2 on here, the Patrons still have a one month early access to released content, so when the demo version's out, it'll be another month before I release it for free. So around early september would be my best bet for the demo.
Dude take your time. And dw, Patrons come first, that is of course always the case.
I mean Im pretty sure there are sources where I could get it early, but you know, one month more or less doesn't really matter for me. The main things for me in games like this is always
1. That the initial version, the 0.1 so to speak, has a substantial amount of content that one can play for a few hours
2. That the following releases have a regularity to them and that there is always something substantial.
Id say if you keep the pace similar to what you did with HC1 or a bit more, you're golden.
Very important for me is also it's narrative content > cg/graphics, especially in a game like this. I think nobody comes here for the unique quality of pixel art. I think we all come here cause the pixels are more than enough to give us an idea and our imagination is doing the rest. The story and dialogue is important.
A few things I also want to add:
A. I like that you're moving away from the mini-games. I don't hate mini-games, but having to do them in every update is stupid. DO them when it feels right
B. If you want to experiment with different gameplay elements go ahead, that's always fun to do as long as the game doesn't get too grindy.
C. One of the things that always bothered me most in games like this one is if the game has weird overcomplicated conditions for unlocking a scene. A bit of mystery is nice, but only if there are hints lying around as to what you have to do. And forcing ultra-specific conditions like a specific time, place, story-requirements, item-requirements, etc is really annoying. I am of course talking about having all those things
at the same time. There is nothing wrong with having one of them as condition. Also, making it so events can be missed in a playthrough is always tricky. Ideally there should be multiple chances to get an event. But be careful, I feel the same about totally linear games (i.e. I have to have scene #1 to unlock #2, #2 to unlock #3, #A to unlock #D, etc). Just following one continous path makes it feel very grindy when you are only in for specific storylines, while some others are less interesting for you, so it's always great to have character-arcs that are optional (like side-charactersin a multi-route Visual Novel) that you don't have to go through to progress but are invited to do so. Also, maybe don't force the player to progress the main story constantly to keep going with the side story. The best balance in that regard is IMO if you have Chapters, and if you reach the end of a chapter, then you'll have to progress the main story to trigger all the new events.
Anyway, hope your developing is going well. And everything else too irl.
Oh yeah, a little side note. I love customizability and impact. Let me explain:
A character goes through a certain event and physically changes as a result. Change doesn't need to be big, it can and maybe even should be subtle. Really liked that detail with Celestine and the choker for example, clothes or items are always a good way to show stuff like that. Subtle changes to clothing based on the preferences of the person who corrupts the character in question are amazing.
I like NTR games for their corruption element anyway, not necessarily for everything else. Really one of the best things about NTR is that the corruption element has such a focus and is often so well done and paced in such stories, as opposed to other genres in which it goes way too fast and willingly.
PS: You ever thought about adding basic character portraits for your characters? It's a (relatively) cheap way to make the visual element a bit more prevalent without having to go too far with it. It's also a good way to represent subtle changes by changing those portraits over time. Just food for thought. That being said, the story is the Nr. 1 priority and that the gameplay is fun and not too distracting when it comes to grindyness. Everything else really comes second.