As always, I appreciate honest opinions. I might not agree and I might not follow advice, but I appreciate the opinion.
The first upload was on Jan 31, so we're not even four months in. Can we pretend I update every 4 months and this was the second update?
Sounds reasonable I guess lol. Good luck moving forward.
Here's the deal with pregnancy: I want to do it. I intend to do it. But! And it's a big but. Once I start doing pregnancies it will be a lot of extra work. Every render with any girl that's pregnant, will need two versions, one where she is, one where she isn't. If there's two girls in a scene and both have optional pregnancy ... and so on.Any pregnancy planned for the future?
Phew, them are kind words.found your game today .... and i gotta say it was pretty awesome ... patiently waiting for the next update ......
love the renders .... amazing storyline kudos Dev(s)
A for me. I'd rather have less clicks with info about branches presented else-how (like in the choice as per how you do it for beth's affection vs submission or you could just have some info pop up at the top of the screen or whatever.)So I have a question for anyone who's inclined to answer:
Sometimes, there will be a branch in a conversation/scene depending on which stat is higher with a girl. There's two ways to handle this.
A: The scene just proceeds without telling you there was a variation to the scene.
B: You must still click to confirm.
The advantage of A is that it 'flows' better and the advantage with B is that you know there was a different dialogue/images you did not see.
Which approach do you like better?
A ... for the reason you've statedSo I have a question for anyone who's inclined to answer:
Sometimes, there will be a branch in a conversation/scene depending on which stat is higher with a girl. There's two ways to handle this.
A: The scene just proceeds without telling you there was a variation to the scene.
B: You must still click to confirm.
The advantage of A is that it 'flows' better and the advantage with B is that you know there was a different dialogue/images you did not see.
Which approach do you like better?
A for me. I'd rather have less clicks with info about branches presented else-how (like in the choice as per how you do it for beth's affection vs submission or you could just have some info pop up at the top of the screen or whatever.)
Okay, thanks for the feedback!A ... for the reason you've stated
I think the question was clear enough. To expand on my thoughts for your above example;Okay, thanks for the feedback!
I feel that the way I stated my question might have been a bit misleading. I did not mean to suggest I'd turn the game into more of a kinetic novel. The larger point based choices will remain.
Let me give an example of what I mean: Hannah is coming over to do some yoga with Beth. The doorbell rings and you open the door. Now Hannah might look down shyly as she greets you (sub) or smile happily at you (aff). It tweaks her character around the points you've chosen for her so far.
I guess the answer is even more obviously A though?
I should revise my previous statement: This seems to be exactly where we're heading, tonal incongruities notwithstanding.As long as it doesn't turn into a stupid murder subplot. That would be completely incongruous with the tone of the game so far, but there are a few story elements that could be developed in that direction.
Perhaps it will be a light, fluffy, and slightly humorous murder plot?I should revise my previous statement: This seems to be exactly where we're heading, tonal incongruities notwithstanding.
I don't mind crime drama, but it's a bit of a shift from the opening of the game being pretty much all light and fluffy, slightly humorous relationship stuff.
Those updates are way too short. It's not worth downloading for each of them.
As I've only started with this version, I have not experienced this first hand (yet). Perhaps an imperfect middle ground is to provide an "v0.xx to V0.xy update only" style patch alongside a full version with each new release for those that are already up to date with the game?The reason for monthly updates is to a degree for myself as creator. It helps with my motivation and working morale to have "short" term goals to work towards (a monthly update, in this case).
A lot of Devs use the one and done side chick solution to get early lewd scenes in rather than compromising the pacing for the main girls. Not saying this dev should or should not do that, but I must confess that I actually half thought the waitress, who was like putty in MC's hands during their tete-a-tete whilst Matt was away washing his beer stain could be one such. Alas it was not to be, instead of a BJ in the alley behind the bar, we had to save that annoying kid ....8 releases out and still no lewd scenes. IDK what your intentions are but most slow burn stories have at least had a handy or bj in as many updates sometimes more.
If there are no choices to be made, definitely A. If there is a choice, then the way it is done now (menu with both alternatives shown with their respective minimum requirement needed to activate) is perfectly fine IMO.There's two ways to handle this.
A: The scene just proceeds without telling you there was a variation to the scene.
B: You must still click to confirm.
And why not indeed. Some of the best murder and vengeance stories are comedies. A Fish Called Wanda; Lock, Stock and Two Smoking Barrels; Snatch etc. Now you've just got to pull off a Python/Guy RitchiePerhaps it will be a light, fluffy, and slightly humorous murder plot?
Not possible when you are the game Dev . More communication/engagement with the community always better then less.I feel like I'm spamming the thread
I absolutely hate one click "choices" as I feel they unnecessarily interrupt the flow of the story, but, if there would indeed be an alternative option at a different score, then that is important information.So I have a question for anyone who's inclined to answer:
Sometimes, there will be a branch in a conversation/scene depending on which stat is higher with a girl. There's two ways to handle this.
A: The scene just proceeds without telling you there was a variation to the scene.
B: You must still click to confirm.
The advantage of A is that it 'flows' better and the advantage with B is that you know there was a different dialogue/images you did not see.
Which approach do you like better?
None. Try these:So I have a question for anyone who's inclined to answer:
Sometimes, there will be a branch in a conversation/scene depending on which stat is higher with a girl. There's two ways to handle this.
A: The scene just proceeds without telling you there was a variation to the scene.
B: You must still click to confirm.
The advantage of A is that it 'flows' better and the advantage with B is that you know there was a different dialogue/images you did not see.
Which approach do you like better?
That's what the game already does when it comes to choices. Doing it every time there's a variation in the dialogue seems like a great way to kill immersion.C: Show both choices, but make one grayed-out/un-selectable, so it's more obvious the player missed something.
People haven't objected to downloading it again. It's still a small game. It's more that the content I can produce in a month can be played through in 15 minutes.As I've only started with this version, I have not experienced this first hand (yet). Perhaps an imperfect middle ground is to provide an "v0.xx to V0.xy update only" style patch alongside a full version with each new release for those that are already up to date with the game?
A lot of Devs use the one and done side chick solution to get early lewd scenes in rather than compromising the pacing for the main girls. Not saying this dev should or should not do that, but I must confess that I actually half thought the waitress, who was like putty in MC's hands during their tete-a-tete whilst Matt was away washing his beer stain could be one such. Alas it was not to be, instead of a BJ in the alley behind the bar, we had to save that annoying kid ....
And why not indeed. Some of the best murder and vengeance stories are comedies. A Fish Called Wanda; Lock, Stock and Two Smoking Barrels; Snatch etc. Now you've just got to pull off a Python/Guy Ritchie
I am indeed leaning towards this conclusion too. Choices are necessary if it's to be called a game. Too many minor choices would probably just get annoying instead.That's what the game already does when it comes to choices. Doing it every time there's a variation in the dialogue seems like a great way to kill immersion.
AWESOME! Finally some typo reports! I fixed all these. If you see any more, please write'em up here or pm me or something. I'm pretty blind to my own mistakes sometimes.Looking good so far. However...
There are a few slipups relating to names. Changing the MC's last name still leaves the dad's last name as Frost (Miko calls him that), which I doubt is on purpose. A little later, in the scene where Hannah crashes into the tree, she calls out to the MC in all caps (twice, I think), which is always "JACK". Try using [mc!u]. She also calls him "jack" once, probably a typo that wasn't caught by find-and-replace. Finally, Jessica's name appears in one random line before she's introduced, as she's checking out the dent in her car.
Besides that, there is the occasional small error, like series <> serious. And there's an 'h' missing on every instance of "Uhuh".
Anyway, I'll be sure to check this out again in the future. Good luck.
You're right. Not sure what I was thinking... Maybe I was distracted by the way you wrote it. "Uhu" is the German word for a specific kind of owl. Oh, and a brand of glue.The internet seems to suggest that the correct way to write it is Uh-huh.