actually it doesn't work, maybe that guy is using a vpn or something.that's cool to know.
I would give my opinion on 0.11.1 but I can’t download it so….Guys, have you noticed a difference in the general quality of the texts/characters since Amelia's storyline? Or do you think everything is still the same?
I changed my work philosophy from Amelia's update on. If before I was obsessed with making scenes quickly and created them independently (often 100% based on improvisation with no previous plan), starting with Amelia I decided that I would create the entire story first and then apply it to the game. One drawback is that this made the updates take longer to get ready, but I think the end result is better this way. Amelia and Garnet in my opinion have the best structured scenes, although I still haven't found a way to make them flow properly. I personally always need to "adapt" to the rhythm of the game because whenever I start to play after a long time creating the scenes, my impression is that things flow badly, but after a while of adaptation things become more tolerable.
Another thing I did was to abandon the mechanics like "relationship points" and create things more like visual novels, where you simply meet the girl and progressively see all her story. Honestly, in a future game I will do everything like this, without trying to put any "game" mechanics, this includes the navigation on the map that I will modify in future projects, I find this thing of navigating through rooms by clicking on doors or little arrows unnecessary for what really matters and is often simply annoying.
Does anyone have criticisms or opinions? They would be valuable because after I finish Solvalley and am just working on the HS Tutor, I will start planning in my spare time a new project (whose theme will be quite different from the adventures of teenagers at school).
I like the new system. VNs are fine; I'm enough of a completionist that to me the "your choices matter" just means "you have to carefully manage a shitload of save files or you don't get to see all the content". I don't want to write the frickin' story, that's YOUR job. Don't get me wrong, I don't mind choices that cover things like "which hole" or "which girl do I visit", I mean branching storylines that punish you for picking wrong by hiding scenes that you paid for.Guys, have you noticed a difference in the general quality of the texts/characters since Amelia's storyline? Or do you think everything is still the same?
I changed my work philosophy from Amelia's update on. If before I was obsessed with making scenes quickly and created them independently (often 100% based on improvisation with no previous plan), starting with Amelia I decided that I would create the entire story first and then apply it to the game. One drawback is that this made the updates take longer to get ready, but I think the end result is better this way. Amelia and Garnet in my opinion have the best structured scenes, although I still haven't found a way to make them flow properly. I personally always need to "adapt" to the rhythm of the game because whenever I start to play after a long time creating the scenes, my impression is that things flow badly, but after a while of adaptation things become more tolerable.
Another thing I did was to abandon the mechanics like "relationship points" and create things more like visual novels, where you simply meet the girl and progressively see all her story. Honestly, in a future game I will do everything like this, without trying to put any "game" mechanics, this includes the navigation on the map that I will modify in future projects, I find this thing of navigating through rooms by clicking on doors or little arrows unnecessary for what really matters and is often simply annoying.
Does anyone have criticisms or opinions? They would be valuable because after I finish Solvalley and am just working on the HS Tutor, I will start planning in my spare time a new project (whose theme will be quite different from the adventures of teenagers at school).
First, thank you for asking our opinion.Guys, have you noticed a difference in the general quality of the texts/characters since Amelia's storyline? Or do you think everything is still the same?
I changed my work philosophy from Amelia's update on. If before I was obsessed with making scenes quickly and created them independently (often 100% based on improvisation with no previous plan), starting with Amelia I decided that I would create the entire story first and then apply it to the game. One drawback is that this made the updates take longer to get ready, but I think the end result is better this way. Amelia and Garnet in my opinion have the best structured scenes, although I still haven't found a way to make them flow properly. I personally always need to "adapt" to the rhythm of the game because whenever I start to play after a long time creating the scenes, my impression is that things flow badly, but after a while of adaptation things become more tolerable.
Another thing I did was to abandon the mechanics like "relationship points" and create things more like visual novels, where you simply meet the girl and progressively see all her story. Honestly, in a future game I will do everything like this, without trying to put any "game" mechanics, this includes the navigation on the map that I will modify in future projects, I find this thing of navigating through rooms by clicking on doors or little arrows unnecessary for what really matters and is often simply annoying.
Does anyone have criticisms or opinions? They would be valuable because after I finish Solvalley and am just working on the HS Tutor, I will start planning in my spare time a new project (whose theme will be quite different from the adventures of teenagers at school).
I think you can strike a balance between planning out the core story for a particular girl and also throwing in random events as well as your development progresses. I wouldn't like to see you ever just have an update with a particular girl and then end it as some fans might grow fond of that individual and want to revisit for new content on them. It keeps the world alive. You do that now with the housemates and I would like to see it continue with the other girls, just my opinion.Guys, have you noticed a difference in the general quality of the texts/characters since Amelia's storyline? Or do you think everything is still the same?
I changed my work philosophy from Amelia's update on. If before I was obsessed with making scenes quickly and created them independently (often 100% based on improvisation with no previous plan), starting with Amelia I decided that I would create the entire story first and then apply it to the game. One drawback is that this made the updates take longer to get ready, but I think the end result is better this way. Amelia and Garnet in my opinion have the best structured scenes, although I still haven't found a way to make them flow properly. I personally always need to "adapt" to the rhythm of the game because whenever I start to play after a long time creating the scenes, my impression is that things flow badly, but after a while of adaptation things become more tolerable.
Another thing I did was to abandon the mechanics like "relationship points" and create things more like visual novels, where you simply meet the girl and progressively see all her story. Honestly, in a future game I will do everything like this, without trying to put any "game" mechanics, this includes the navigation on the map that I will modify in future projects, I find this thing of navigating through rooms by clicking on doors or little arrows unnecessary for what really matters and is often simply annoying.
Does anyone have criticisms or opinions? They would be valuable because after I finish Solvalley and am just working on the HS Tutor, I will start planning in my spare time a new project (whose theme will be quite different from the adventures of teenagers at school).
Guys, have you noticed a difference in the general quality of the texts/characters since Amelia's storyline? Or do you think everything is still the same?
I changed my work philosophy from Amelia's update on. If before I was obsessed with making scenes quickly and created them independently (often 100% based on improvisation with no previous plan), starting with Amelia I decided that I would create the entire story first and then apply it to the game. One drawback is that this made the updates take longer to get ready, but I think the end result is better this way. Amelia and Garnet in my opinion have the best structured scenes, although I still haven't found a way to make them flow properly. I personally always need to "adapt" to the rhythm of the game because whenever I start to play after a long time creating the scenes, my impression is that things flow badly, but after a while of adaptation things become more tolerable.
Another thing I did was to abandon the mechanics like "relationship points" and create things more like visual novels, where you simply meet the girl and progressively see all her story. Honestly, in a future game I will do everything like this, without trying to put any "game" mechanics, this includes the navigation on the map that I will modify in future projects, I find this thing of navigating through rooms by clicking on doors or little arrows unnecessary for what really matters and is often simply annoying.
Does anyone have criticisms or opinions? They would be valuable because after I finish Solvalley and am just working on the HS Tutor, I will start planning in my spare time a new project (whose theme will be quite different from the adventures of teenagers at school).
Certainly did. Huge quality upgrade! The Garnet episode especially I thought was immaculate. Maybe my favourite porn game story. It felt like I was watching a proper tv show and it was a refreshing take on whatever trope Garnet pulls from. A new game written like that from the start would be eagerly anticipated.Guys, have you noticed a difference in the general quality of the texts/characters since Amelia's storyline? Or do you think everything is still the same?
I changed my work philosophy from Amelia's update on. If before I was obsessed with making scenes quickly and created them independently (often 100% based on improvisation with no previous plan), starting with Amelia I decided that I would create the entire story first and then apply it to the game. One drawback is that this made the updates take longer to get ready, but I think the end result is better this way. Amelia and Garnet in my opinion have the best structured scenes, although I still haven't found a way to make them flow properly. I personally always need to "adapt" to the rhythm of the game because whenever I start to play after a long time creating the scenes, my impression is that things flow badly, but after a while of adaptation things become more tolerable.
Another thing I did was to abandon the mechanics like "relationship points" and create things more like visual novels, where you simply meet the girl and progressively see all her story. Honestly, in a future game I will do everything like this, without trying to put any "game" mechanics, this includes the navigation on the map that I will modify in future projects, I find this thing of navigating through rooms by clicking on doors or little arrows unnecessary for what really matters and is often simply annoying.
Does anyone have criticisms or opinions? They would be valuable because after I finish Solvalley and am just working on the HS Tutor, I will start planning in my spare time a new project (whose theme will be quite different from the adventures of teenagers at school).
as long as you keep your games non cartoonish, as in 3D style, I'm good. it wouldn't hurt to have younger characters but I understand you need to take care of patreon. sharing and hardcore is also important so to have that option is always good (this way both NTR lovers and those who don't, can have fun) since HS Tutor does not have sharing/hardcore I was hoping your next game will be more like the first game (doesn't have to be in school settings ofc)Guys, have you noticed a difference in the general quality of the texts/characters since Amelia's storyline? Or do you think everything is still the same?
I changed my work philosophy from Amelia's update on. If before I was obsessed with making scenes quickly and created them independently (often 100% based on improvisation with no previous plan), starting with Amelia I decided that I would create the entire story first and then apply it to the game. One drawback is that this made the updates take longer to get ready, but I think the end result is better this way. Amelia and Garnet in my opinion have the best structured scenes, although I still haven't found a way to make them flow properly. I personally always need to "adapt" to the rhythm of the game because whenever I start to play after a long time creating the scenes, my impression is that things flow badly, but after a while of adaptation things become more tolerable.
Another thing I did was to abandon the mechanics like "relationship points" and create things more like visual novels, where you simply meet the girl and progressively see all her story. Honestly, in a future game I will do everything like this, without trying to put any "game" mechanics, this includes the navigation on the map that I will modify in future projects, I find this thing of navigating through rooms by clicking on doors or little arrows unnecessary for what really matters and is often simply annoying.
Does anyone have criticisms or opinions? They would be valuable because after I finish Solvalley and am just working on the HS Tutor, I will start planning in my spare time a new project (whose theme will be quite different from the adventures of teenagers at school).
That's gonna piss off a large amount of people. NTR doesn't bother me, but for several people, it's an absolute deal breaker.try to have both NTR and non NTR (something for everyone)
I am pretty sure that the dev has said in the past that this game wouldn't have NTR and if he decided to add it at this point in development it would turn into a shit show really fast.as long as you keep your games non cartoonish, as in 3D style, I'm good. it wouldn't hurt to have younger characters but I understand you need to take care of patreon. sharing and hardcore is also important so to have that option is always good (this way both NTR lovers and those who don't, can have fun) since HS Tutor does not have sharing/hardcore I was hoping your next game will be more like the first game (doesn't have to be in school settings ofc)
TLDR -
keep the game 3D (no cartoons/hentai)
try to have both NTR and non NTR (something for everyone)
keep incest and hardcore if you can
I meant as an option for the next game.I am pretty sure that the dev has said in the past that this game wouldn't have NTR and if he decided to add it at this point in development it would turn into a shit show really fast.
people will always find reasons to be mad. I was also talking about his next game, as an option, not the current HS Tutor. it is his project, if he wants or dislike NTR addons, these are his choices, not ours. the reason I suggest NTR is because it has more content, games without NTR are limited by a single male which means less sex scripts options and positions/animations. having everything as a choice is the best of both worlds. but I'm not gonna ask the Dev to work harder, it's just a cycle. first game had NTR, current one does not, so it makes sense that the next game will have NTR as an option or even full blown NTR plot.That's gonna piss off a large amount of people. NTR doesn't bother me, but for several people, it's an absolute deal breaker.
Different strokes for different folks. I don't like NTR, but if you do it doesn't bother me.That's gonna piss off a large amount of people. NTR doesn't bother me, but for several people, it's an absolute deal breaker.
For me as long as the ntr is avoidable, and by avoidable I mean it doesn't happen in the story if you make the right choices (some devs say it's avoidable but you only skip the scene), it doesn't really bother me too much. The main problem with a lot of games is that the devs aren't open about the fetishes they are planning to add and it always ends up with massive shit shows.I meant as an option for the next game.