tested against v0.16.1 but admittedly not very far in.
It's..... ok... but it suffers from that issue where it feels like it's a sandbox game for no reason other than they're easier to write.
With a visual novel there's a need to connect scenes up, usually via dialogue or exposition (and the required renders that go with it). But with sandbox you can cut away a lot of that by simply making the user click on a map, find the bit they want, click the option and go with nothing other than a line of text which says "I should go to x".
This game suffers from the issue where the player has to click where they want to go, but as it's the only option, the game feels criminally empty, especially in the early game when the cast is quite light. You have a sandbox of all these different places and rooms (10 or so to begin with) in a world split into the standard 4 time slots (morning, afternoon, evening, night), but they're all empty apart from the 1 room you need at 1 particular time frame so you end up spending a lot of time just clicking on every room hoping the trigger to continue the game is in there.
It also feels like the developer is aware of this as there is a guide available to view on the MCs computer but that in itself just highlights the issues with the whole thing. Starting the game you click on the first character you meet and the note you get is "I wonder if she locks the door to the bathroom on Sunday afternoons"..... but it's currently Monday. So you've a week to wait till you can progress with that. Once you're there the scene is you see her naked and she tells you to bolt.... that's it. That's the scene. Ok let's check the guide "I should sunbathe with her on Saturday afternoon. SATURDAY?!? So another whole week of clicking. Now, the argument can be made that while you're waiting a whole week to continue with one character you could be doing something else with that character but it's not made clear what that gives you. There's no feedback from the game to say "well done, you've spoken to x, her affection has increased". You have to go back to the computer again and check the stats to see if they went up. But even doing that raises the issue of what that gives you. As there's very little dialogue it's hard to judge if a higher affection actually does anything that a low affection wouldn't. This actually also bleeds into the story telling the dev is trying to convey. The premise seems to be you're a God or a demigod with powers..... but the chance to use the powers is so spaced out I found myself not really caring about it. "The MC can read minds" that's fun but you only get to use the powers like 3 times in the first few weeks. So all the mystery around magic takes a hit as the player feels frustrated trying to get to the next scene.
You could also make the argument that while waiting for that one moment when you can interact with one character, you can go speak to another, but that character is also only available at one point of the day... so what else can you do... you can go find the library or go for a walk in the park, which doesn't do anything. So why is the game a sandbox when you've only got the one option to do something?
Bizarre. Like... I look at the banner on this game and I see 12 women or so but I never got to look at more than 3 or 4 because the game seems to have created the opposite of grinding. Rather than be forced to do the thing continuously till you get where you need to go you just need to wait for it to happen, and that's boring.
Pros
Game looks nice
Cons
Too many dead areas in a sandbox game which probably shouldn't be a sandbox game
Too big a gap between events with characters
Magic is real apparently, but rarely used.
It's..... ok... but it suffers from that issue where it feels like it's a sandbox game for no reason other than they're easier to write.
With a visual novel there's a need to connect scenes up, usually via dialogue or exposition (and the required renders that go with it). But with sandbox you can cut away a lot of that by simply making the user click on a map, find the bit they want, click the option and go with nothing other than a line of text which says "I should go to x".
This game suffers from the issue where the player has to click where they want to go, but as it's the only option, the game feels criminally empty, especially in the early game when the cast is quite light. You have a sandbox of all these different places and rooms (10 or so to begin with) in a world split into the standard 4 time slots (morning, afternoon, evening, night), but they're all empty apart from the 1 room you need at 1 particular time frame so you end up spending a lot of time just clicking on every room hoping the trigger to continue the game is in there.
It also feels like the developer is aware of this as there is a guide available to view on the MCs computer but that in itself just highlights the issues with the whole thing. Starting the game you click on the first character you meet and the note you get is "I wonder if she locks the door to the bathroom on Sunday afternoons"..... but it's currently Monday. So you've a week to wait till you can progress with that. Once you're there the scene is you see her naked and she tells you to bolt.... that's it. That's the scene. Ok let's check the guide "I should sunbathe with her on Saturday afternoon. SATURDAY?!? So another whole week of clicking. Now, the argument can be made that while you're waiting a whole week to continue with one character you could be doing something else with that character but it's not made clear what that gives you. There's no feedback from the game to say "well done, you've spoken to x, her affection has increased". You have to go back to the computer again and check the stats to see if they went up. But even doing that raises the issue of what that gives you. As there's very little dialogue it's hard to judge if a higher affection actually does anything that a low affection wouldn't. This actually also bleeds into the story telling the dev is trying to convey. The premise seems to be you're a God or a demigod with powers..... but the chance to use the powers is so spaced out I found myself not really caring about it. "The MC can read minds" that's fun but you only get to use the powers like 3 times in the first few weeks. So all the mystery around magic takes a hit as the player feels frustrated trying to get to the next scene.
You could also make the argument that while waiting for that one moment when you can interact with one character, you can go speak to another, but that character is also only available at one point of the day... so what else can you do... you can go find the library or go for a walk in the park, which doesn't do anything. So why is the game a sandbox when you've only got the one option to do something?
Bizarre. Like... I look at the banner on this game and I see 12 women or so but I never got to look at more than 3 or 4 because the game seems to have created the opposite of grinding. Rather than be forced to do the thing continuously till you get where you need to go you just need to wait for it to happen, and that's boring.
Pros
Game looks nice
Cons
Too many dead areas in a sandbox game which probably shouldn't be a sandbox game
Too big a gap between events with characters
Magic is real apparently, but rarely used.