I appreciate the feedback. It's hard as a developer to implement feedback sometimes. In Housemate's case, doing what I did for Lovelust wouldn't work because the variety would be gone. For example, in Suzy's trust route, all her scenes are in the bedroom, while Housemates has multiple other locations with the women in different outfits. Lovelust is more linear. You always go on a date before going back home for a sex scene. The context is always the same. For Housemates to be like Lovelust, I would have to write a story section specifically for that activity (Nora's work for example) in order for the talk to sex structure to work and the context to make sense. Not to mention that if I want progression for the activities, I would have to add just as much talking bits as the amount of scenes. Having the dialogue limited to the context of an activity is hard and sometimes wouldn't be ideal for players. What if players don't like the activity and the scenes there but wanna progress the story? I mean it's not a big deal if they just skip it but isn't it better to just do the things you want while progressing the story too? Also, with how the game is played (stats for scene progression), Lovelust's structure doesn't work either. Maybe I'm overthinking this, but this is my thought process right now.I mean..hmm.
Having the sex scenes disconnected from the story as a whole and putting them in the game just for the sake of having it feels weird as well.
It's your game and vision I guess but now that you mention it this was one reason I did not like Plastic Soul.
You had sex scenes in Plastic Soul but for the narrative it was irrelevant. You handled it in Lovelust better and more organic in my opinion. The sex and story moved on and escalated together the more you played. Still your best game
No hate or smth just typing out my thoughts. Gonna reduce my expectations for Housemates though.
I appreciate people who tell devs to go for their vision and make their game the way they want, but I also recognize that my vision is not perfect and could use some or even a lot of refinement. That's why I read feedback, while also being selective about it. Housemates is supposed to be a more freedom heavy version of Lovelust gameplay-wise, and if I get feedback that goes against that idea or something that's harder to achieve as a solo dev, I probably won't implement it. I also haven't seen many players complain about the game structure and context for scenes so, it's like, are you guys the vocal minority or just really dedicated players? It's hard to figure that out. Anyway, I hope you or anyone who comes across this post see where a developer might be coming from when it comes to feedback. If the structure and context is a bigger deal than I thought, I'll definitely make an effort to improve on that in the next game.