Thanks for the response, much appreciated. Since you seem open to feedback, just a couple more things to mention:
- The videos in the demo had more variety to them, and built the scene up as they went. The booty popping and twerking vids from the demo (adahmxn3, adahmxn4) were great. The bouncing and dancing vids (adazmnyxn2, adazmnyxn3) were some of the best clips from the game.
- In 0.1, they seem to have been replaced by slight variations of the same action. On their own, each one is good enough (though not as good as the ones I mentioned), but when you go through them back to back, it's like very little is changing in the scene. Kinda breaks the buildup here.
- Also Ada's leggings change into see-through pantyhose during the rear view animations. Felt more natural when they looked like tight pants, like in the demo.
- This is a stylistic choice, but I like to differentiate between pose-to-pose clips (moving from one pose to another) and loop clips (where the last frame is close to the first frame, or exactly the same)
- Loop clips obviously should be looped. Now loops can be difficulty with AI gens (though good prompting will get you closer), but you can always use some video editing to clean it up. Loops make a lot of difference, since it helps feel like something continuous is going in the background, and you're a part of it. Otherwise, it's much more obvious that you're just watching a video. (Have attached a very rough clipped version from your game as an example)
- Pose-to-pose clips should ideally be stopped at the last frame, because (1) you want to linger on the closing shot if it's well set up, and (2) it just looks awkward jumping from one pose directly to another one.
- Sometimes this can get tricky when you're leading from a pose-to-pose into a loop - like from a resting animation into a dancing one - but it can be managed by planning the sequence.
- Longer clips where you splice together 2 different animations might also be better if you split them into two clips. Makes it easier to process how things are going.
- Need more variety of expressions for the MC, specifically ones that don't make him look too much of an asshole and a caricature. Some examples:
- Neutral face - Right now, the frowning yansu is the closest to neutral, which can feel odd in some situations.
- Concerned face - Something less extreme than the total surprise of jingya, for times when you need a smaller reaction.
- Normal laugh - kx is an evil laugh, there should be a more normal one for when you're just vibing and joking with the women.
In my specific case, language being rough is not a huge deal, since if I like the setup of the game, I clean up the script and tweak it to my taste. I've already edited the script for the Ada demo (paused on doing it for 0.1 because of some of the changes). If you're interested, I can DM it to you, so you get some ideas of how you can tweak the dialog. If not, godspeed and good luck!