Just a few days ago, I found out about this game and to be honest, I can see my self in the first sentence. The basic idea is interesting and the controls are good enough. The writing and the story could need a little improvement but with a little forgiveness it's ok. Every now and then, there are a few things that doesn't make sense or feel like it's a somewhat childish way of making things work in the grand scheme of things. But with a little suspention of disbelive its possible to overlook those bits, and enjoy the game.
And i have to admit, I want this game to succseed. As already mentiond, i like the premisse of this game, as well as the possibilities are greate. I read the last few pages of this thread to learn a little bit about this game. But i want too ask you or anyone willing to provide the mentioned rundown of this history, because i just finished the story and, as far as i know, I found most sidequests. And even though it is realy short and for about 6 years (if i remember correctly) development, it realy seems quite short.
As gathered from the last few pages here it seems like Innoxia is way too incompetent and unreliable. Hopefully someone can shed a clearer light on the state of development, and its future for me. It realy seems to me that it's one of the best textbased games with a wide variety of fetishes to me.
Honestly, there's so much to be said that it's hard not to go on a tangent about what's wrong with this project. It's not a terrible game but it is plagued by several problems that aren't inherently obvious unless you dig deeper or have been following this game for a while. The two biggest culprits are the unrealistic scope and the tendency the developer has to over-promise and under-deliver. There aren't many games like LT and that lack of competition means the developer can get away with questionable decisions.
LT's bread and butter is the rich array of character and gameplay customization options. If you're new here, what's in there could potentially keep you entertained for several hours. The problem starts when you realize the game has been in development for 6 years and most of the content is shallow and inconsequential. Wide an as an ocean, deep as a puddle. You have a ton of races yet only two are recognized by the game and receive special treatment. You have a ton of fetishes but none of them are explored in-depth. Sex scenes are barebones and repetitive because you're expected to use your imagination to derive any fun out of it. The game is moddable but unless specific areas of the code are revamped and put into a framework for modders to use, contributions are unlikely.
For a text game, the performance is abysmal. Having toggles for every content and fetish imaginable makes managing and troubleshooting a veritable headache. We have a few experienced coders in our community who took a peek under the hood and general consensus is that the code is a big, scary, tangled mess. In essence, the game is extremely unoptimized, in more ways than one, and the more content it receives the worse it will get, which doesn't bode well for the future of the project.
Finally, we have the person behind the wheel. Inno is a "spontaneous" developer, one prone to procrastination and distractions (aka getting side-tracked). Despite several attempts at doing otherwise, Inno has little regard for proper planning and (self-imposed) deadlines and this tends to result in frequent delays, of both content and updates. She's the kind of person/worker that needs some pressure to tow the line (she has said so herself). She's stuck in development hell, in a project whose passion has burned out. Alas, the benefits of being self-employed, working from home and making over 7k a month are too good to pass out.
Hiring a team was an idea that was rejected a long time ago because that would mean spending time managing a team and she would rather dedicate that time to the development itself. Instead, her help comes in the form of modders, who make contributions via new content and/or fix the game for her.