The Great Rock 'n' Roll Swindle
First off: I like the concept of this game.
Instead of producing the hundredth DAZ-style clone the dev of Love, Lust and Rock 'n Roll tries to think outside the box and create something different. That's commendable.
However, I also feel there's still a lot of room for improvement.
But one thing at a time...
Visuals
The art style is surely not for everyone - you probably either like it or you don't.
I quite like it, I even find it charming in its own quirky way.
The girls are kinda cute, but most of them suffer from the big boobs syndrome. A little more variety would have been nice.
The lewd scenes (and rare animations) are pretty hot - the girls not having nipples is quite a turnoff, though.
Unfortunately, there are also quite a lot of scenes where you have to stare at a black screen and read a text description of what is currently going on. That's a big bummer considering it's a visual novel.
Sally also just appears as a simple silhouette for now.
Music
There is no music - which is kinda odd (lame?) considering this is a game centered around a freaking rock 'n roll band.
I hope the developer will add music (and maybe sound effects) at some point.
It doesn't have to be blaring music in a continuous loop - some accenting, unobtrusive music and ambient sounds would suffice.
Music matching the current situation (romance, suspicion, immediate danger of getting caught cheating, etc.) would be even better.
I'm sure most people who have played a game or read a visual novel with fitting music will agree that it can significantly amplify a story's atmosphere.
Writing
The story is - for the most part - nicely written in proper English and I like that it's focused on developing (loving) relationships instead of "Hi, can I ride your dick?".
On top of that there's a good amount of eroticism (hugging, handholding, making out) plus the thrill of cheating.
However, the writing is also lacking in several regards.
I wished the mini-game conversations were actual conversations instead of the continuous "you talk about casual things" - at least give the reader a general idea of what people are talking about ("we had a conversation about music").
Also, a lot of situations leading up to one-on-one conversations don't feel very believable.
For example when Stella introduces us to her sister (who btw. is MC's classmate - and he didn't even know she's his girlfriend's sister, eh?), she immediately has to go. Or when the band meets for dinner - Eric suddenly remembers he has to feed his dog and Stella realizes she has to meet a friend.
It would be nice if the writer puts a bit more effort into explaining why the MC is suddenly alone with his GF's sister or his best friend's girlfriend. Stella could have announced earlier that she has an appointment and couldn't have dinner with them - and Eric could receive an urgent telephone call or something like that.
Some scenes also seem super weird / implausible if not downright ridiculous.
MC has a sleepover at his GF's house and suddenly her mom comes crawling into his bed because she forgot he's there? WTF?
On top of that we can't avoid the MC indecently hugging her in said situation (she's suddenly freezing, duh) which annoyed me quite a bit because I was doing a "faithful boyfriend" playthrough. At least give us a choice to hug her or not.
Game mechanics
There are two prominent game mechanics in LLRR setting it apart from many other adult games / VNs - and both are a double-edged sword.
Firstly, there's the randomness of scenes which boosts replayability.
On the other hand it also means that events sometimes don't evolve as naturally as with traditional storytelling. In my playthrough Stella introduced the MC to her sister and in one of the next scenes Amy was already visiting him (in reality it would be more likely the three of them hang out first until they know each other better).
Secondly, the conversation system, which allows us to define the MC's relationships towards the different girls and pursue the girls we want (it reminds me of Seduce Me where conversations are represented by card games).
The downside of this system in its current form (as already mentioned above) is that it's not really interesting or fun. It actually becomes quite repetitive and grindy within a short amount of time, especially since there are certain phrases which get reused over and over ("you smile, but she doesn't return it").
Conversations also sometimes lack consistency - like when at the end of a successful conversation Stella suddenly acts dismissive - only to smile at you in the next scene telling you how much she loves you.
User interface
Apparently, the dev of LLRR has put some thought into creating the game's UI. It's clean, it's functional.
I like the idea of character-tied dialogue font colours, but wished they would be more distinctive. Some of them are also hard to read.
I also think that the conversation UI could be better (looking). Right now it looks very "technical" displaying lots of raw (and rather boring) stats.
Some suggestions: Place the conversation choices (and choices in general) more prominently in the (lower) middle of the screen. Rephrase some of the ambiguous sounding words (passionate discussion -> flirt?, guilt -> restraint / reluctance?). Translate the raw stats (love, lust, suspicion) into visual elements by turning them into bars (love-meter, suspici-o-meter, etc. accompanied by a distinct icon). A more extravagant solution would be to display a torso of Stella - with her facial expression changing according to how much she likes you or how suspicious she is (or maybe add hearts or an exclamation mark above her head). Her body language or the way she's dressed (conservative / slutty) could imply her lust, etc. Hovering over her torso could still display the raw stats (lust 45, for example).
Bugs
So far I encountered one possible bug:
The MC was in a casual conversation with Julie in the kitchen, when he was suddenly "leaning" over her in a weird pose.
Probably either a scripting error or visual bug.
Conclusion
My first impression of Love, Lust and Rock 'n Roll wasn't that favourable to be honest - the game seemed not polished enough and also a bit too grindy at times to be entirely enjoyable.
However, the longer I played, the more the game, its characters and story grew on me.
Despite the shortcomings mentioned above I think Love, Lust and Rock 'n Roll is a true work of love - with the potential to become even better in the future.
Also, Stella is the cutest, damn.
First off: I like the concept of this game.
Instead of producing the hundredth DAZ-style clone the dev of Love, Lust and Rock 'n Roll tries to think outside the box and create something different. That's commendable.
However, I also feel there's still a lot of room for improvement.
But one thing at a time...
Visuals
The art style is surely not for everyone - you probably either like it or you don't.
I quite like it, I even find it charming in its own quirky way.
The girls are kinda cute, but most of them suffer from the big boobs syndrome. A little more variety would have been nice.
The lewd scenes (and rare animations) are pretty hot - the girls not having nipples is quite a turnoff, though.
Unfortunately, there are also quite a lot of scenes where you have to stare at a black screen and read a text description of what is currently going on. That's a big bummer considering it's a visual novel.
Sally also just appears as a simple silhouette for now.
Music
There is no music - which is kinda odd (lame?) considering this is a game centered around a freaking rock 'n roll band.
I hope the developer will add music (and maybe sound effects) at some point.
It doesn't have to be blaring music in a continuous loop - some accenting, unobtrusive music and ambient sounds would suffice.
Music matching the current situation (romance, suspicion, immediate danger of getting caught cheating, etc.) would be even better.
I'm sure most people who have played a game or read a visual novel with fitting music will agree that it can significantly amplify a story's atmosphere.
Writing
The story is - for the most part - nicely written in proper English and I like that it's focused on developing (loving) relationships instead of "Hi, can I ride your dick?".
On top of that there's a good amount of eroticism (hugging, handholding, making out) plus the thrill of cheating.
However, the writing is also lacking in several regards.
I wished the mini-game conversations were actual conversations instead of the continuous "you talk about casual things" - at least give the reader a general idea of what people are talking about ("we had a conversation about music").
Also, a lot of situations leading up to one-on-one conversations don't feel very believable.
For example when Stella introduces us to her sister (who btw. is MC's classmate - and he didn't even know she's his girlfriend's sister, eh?), she immediately has to go. Or when the band meets for dinner - Eric suddenly remembers he has to feed his dog and Stella realizes she has to meet a friend.
It would be nice if the writer puts a bit more effort into explaining why the MC is suddenly alone with his GF's sister or his best friend's girlfriend. Stella could have announced earlier that she has an appointment and couldn't have dinner with them - and Eric could receive an urgent telephone call or something like that.
Some scenes also seem super weird / implausible if not downright ridiculous.
MC has a sleepover at his GF's house and suddenly her mom comes crawling into his bed because she forgot he's there? WTF?
On top of that we can't avoid the MC indecently hugging her in said situation (she's suddenly freezing, duh) which annoyed me quite a bit because I was doing a "faithful boyfriend" playthrough. At least give us a choice to hug her or not.
Game mechanics
There are two prominent game mechanics in LLRR setting it apart from many other adult games / VNs - and both are a double-edged sword.
Firstly, there's the randomness of scenes which boosts replayability.
On the other hand it also means that events sometimes don't evolve as naturally as with traditional storytelling. In my playthrough Stella introduced the MC to her sister and in one of the next scenes Amy was already visiting him (in reality it would be more likely the three of them hang out first until they know each other better).
Secondly, the conversation system, which allows us to define the MC's relationships towards the different girls and pursue the girls we want (it reminds me of Seduce Me where conversations are represented by card games).
The downside of this system in its current form (as already mentioned above) is that it's not really interesting or fun. It actually becomes quite repetitive and grindy within a short amount of time, especially since there are certain phrases which get reused over and over ("you smile, but she doesn't return it").
Conversations also sometimes lack consistency - like when at the end of a successful conversation Stella suddenly acts dismissive - only to smile at you in the next scene telling you how much she loves you.
User interface
Apparently, the dev of LLRR has put some thought into creating the game's UI. It's clean, it's functional.
I like the idea of character-tied dialogue font colours, but wished they would be more distinctive. Some of them are also hard to read.
I also think that the conversation UI could be better (looking). Right now it looks very "technical" displaying lots of raw (and rather boring) stats.
Some suggestions: Place the conversation choices (and choices in general) more prominently in the (lower) middle of the screen. Rephrase some of the ambiguous sounding words (passionate discussion -> flirt?, guilt -> restraint / reluctance?). Translate the raw stats (love, lust, suspicion) into visual elements by turning them into bars (love-meter, suspici-o-meter, etc. accompanied by a distinct icon). A more extravagant solution would be to display a torso of Stella - with her facial expression changing according to how much she likes you or how suspicious she is (or maybe add hearts or an exclamation mark above her head). Her body language or the way she's dressed (conservative / slutty) could imply her lust, etc. Hovering over her torso could still display the raw stats (lust 45, for example).
Bugs
So far I encountered one possible bug:
The MC was in a casual conversation with Julie in the kitchen, when he was suddenly "leaning" over her in a weird pose.
Probably either a scripting error or visual bug.
Conclusion
My first impression of Love, Lust and Rock 'n Roll wasn't that favourable to be honest - the game seemed not polished enough and also a bit too grindy at times to be entirely enjoyable.
However, the longer I played, the more the game, its characters and story grew on me.
Despite the shortcomings mentioned above I think Love, Lust and Rock 'n Roll is a true work of love - with the potential to become even better in the future.
Also, Stella is the cutest, damn.