Hi Baal,
You've created an innovative game with a rare systems-heavy focus on the mental. The archetypes, topics, the slow emergence of new activities and variables - it all certainly tickles those order- and progression-related parts of some brains - the brains that are dog-tired from 1000 copy-pasted VNs. Let the 'grind'-whiners click their one and only 'Next' button; this is, as you wrote,
a game with porn.
I have nothing on the content. It's great. That being said, there is still enough space for some constructive criticism to the one systemic problem: UX. More precisely, the gameplay speed. It consists of three parts:
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Action response time: The 'grind' in this game is a positive thing, for almost every click changes some variable and conveys progress. It will take many thousands of actions to max every variable in the game and that's OK; we can take it. What is not OK is
1+ second that it takes for every action to complete. Even a simple room-to-room transition takes up to 1 second; the listing of post-conversation stat changes takes up to 5 seconds (if one wants to see all the changes). Basically, every click takes up 1+ seconds, violating the basic UX rule: sub-100ms responses. I played 4 hours today, and haven't yet managed a single archetype shift, despite focusing on a single char and roughly knowing which tags to enhance. Instant action completion would make the game go much faster while
still keeping the satisfying uphill climb with the variables. Right now, the time spent seems... artificially wasted.
On my mid-end PC, Unity-based Wasteland 2 / 3 execute their actions almost instantly (and they use an actual 3D context!), so the lag is not engine-specific. How can there be lag for a simple PNG bit blit? Even WinGDI can handle that. I hope the lag is some default transition and can be dealt with. If it is intentional to convey a cinematic feel, a 'fast mode' option (aka RenPy's Disable Transitions) would be appreciated.
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Input speed: at the moment, the keyboard might as well not exist for the game; the only mapped key seems to be ESC - and even it is not fully functional, because phone/inv modals do not respond to it. If we dedicate ourselves to perform the available several dozens of actions hundreds of times
over and over, most of us would benefit from proper keybindings - for instance, 1 through 9 for the rooms, QWERTY for the action list inside a room, 1-9 keys for the topic selector bars, food/sleep list, etc. As a bonus, this would keep one hand free
Even the 'Continue' buttons in the oft-repeated actions with multiple pages must currently be clicked manually!
*
UI locality: in absence of keyboard navigation, the player's eyes - and sometimes mouse, - must jump all across the screen, causing fatigue and disorientation. The phone/inv buttons: bottom left corner, action buttons: bottom-right corner, stats: top, convo output: top-left, NPC convo output: top-right. It's even worse for QHD/4K resolutions. For instance, it would be possible to aggregate most of the UI elements in one location: room buttons + action buttons (as Big Brother has action buttons
right next to room buttons), and stats could be drawn in the near-left, FPS style. The UX locality laws mandate the top part of the screen, I believe.
I can remember at least one more otherwise cool XXX game that exhibits most of the same problems: 'Not my body!'. Nice simulator, unique graphics, decent story, an engrossing click fest and... every little thing requires a
physical click, while the buttons are at almost random screen positions. Then there's 'Trap Quest', which at least has actual problems with the performance of what they loosely call 'engine'.
There are some more UX quirks:
* Save/load is relatively inconvenient (3 clicks, then the 'X' button), yet save-scumming is often needed just to see how the NPC reacts to a new topic. That is actually part of the charm - the discovery, the retractions, the memorization, and right now it is being hampered. Oh, and the save/load takes up way longer than is needed to save some 50 integers to a file
* Conversation output ('+stat') is displayed as
quick floats in two screen corners
simultaneously, making it hard to see everything at once and introducing real-time into an otherwise turn-based game
* Topic reload is locked to room and bathroom, which of course requires 2 more transitions, which is 2 more seconds - besides the drag'n'drop of topics and/or physical clicks of the saved topic sets
There are good examples abound (RenPy: superfast action responses and saves, some keybindings; Arcanum/Wasteland 2: full keybindings (stat+action), etc.), which would alleviate the basic complaint of this post:
what good is the joy of discovery, the slow stat creep, the upgrades, that old mission control feeling, if each click feels like pulling teeth?
I hope you'll take the above in the constructive spirit it was intended; as a long-time dev myself I know how it feels for some 'zero' to criticize my baby
I want you to succeed and to proudly tout that punky Excel flair next to the amorphous mainstream slideshows of cliched Daz3D