This is the poster child for why developers need to storyboard their ideas before attempting to make a full game. The husband is an inarticulate neanderthal. The son looks like he gets pegged by school girls. The daughter was alright looking but lost on this story due to the writing deficiencies. The mother appears to be a late 20s party girl that somehow has two adult children?
Positives;
Someone has sex in a sex game,
Some of the renders are decent looking,
The developer has "Completed" the game in contrast to their previous project.
With all seriousness, I feel like my anger with this one is really just disappointment. If the developer would have storyboarded the entire idea from start to finish including key events and scenes they wanted to include then wrote what would need to happen to link these events cohesively, then they could have rendered intentional scenes to embody the dialog. Instead it seems they rendered scenes on the fly or looked to the comments section to tell them what to add next and never gave honest thought to the dialog required to make any of what they had rendered work. Even if the renders weren't the best, if the story had strong roots it could have grown well.
My advise for the developer if they should attempt another title is to properly storyboard your idea. Make sure it is a complete thought and that every point to travel that path is thought through. How would you or the reader react to this event? What would they have to say about it? How would they feel about it? What would their body language display in that moment? Then render what you have written for a single chapter. If you want to treat the audience and supporters you can add special side scenes to add to the game without getting off of your path in the process but the main focus is to tell the story. When you have the story and most of the renders for a chapter then have native speakers proofread it and give you feedback. When that is complete then you would code to tie it all together before continuing the work you've already plotted out for the next chapters progression. All of this leading to the end of the full story that only you know and can hint about the entire way through the process to keep the audience interested in what's next.
Positives;
Someone has sex in a sex game,
Some of the renders are decent looking,
The developer has "Completed" the game in contrast to their previous project.
With all seriousness, I feel like my anger with this one is really just disappointment. If the developer would have storyboarded the entire idea from start to finish including key events and scenes they wanted to include then wrote what would need to happen to link these events cohesively, then they could have rendered intentional scenes to embody the dialog. Instead it seems they rendered scenes on the fly or looked to the comments section to tell them what to add next and never gave honest thought to the dialog required to make any of what they had rendered work. Even if the renders weren't the best, if the story had strong roots it could have grown well.
My advise for the developer if they should attempt another title is to properly storyboard your idea. Make sure it is a complete thought and that every point to travel that path is thought through. How would you or the reader react to this event? What would they have to say about it? How would they feel about it? What would their body language display in that moment? Then render what you have written for a single chapter. If you want to treat the audience and supporters you can add special side scenes to add to the game without getting off of your path in the process but the main focus is to tell the story. When you have the story and most of the renders for a chapter then have native speakers proofread it and give you feedback. When that is complete then you would code to tie it all together before continuing the work you've already plotted out for the next chapters progression. All of this leading to the end of the full story that only you know and can hint about the entire way through the process to keep the audience interested in what's next.