(Dev - there's a lot here because I just kept adding onto this post as I played for about two hours rather than making more individually smaller posts. I didn't write much about what I did like until the end, but I really do get excited about 3D games here and Hannah's design is cute. The rest of this is critique, but it's all specific and written with the intent to give honest and hopefully actionable feedback.)
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Screenshot from my first 5 minutes in the game. The skybox is very dark compared to the lighting of the environment. The contrast in general is pretty harsh and the dark sky makes it downright uncanny.
Also, a nitpick from someone with a pool - the pool should be 4-6 inches lower and much lighter/clearer. Looks like dad threw in some food dye before he left.
Here's me looking inside...
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And then inside the villa.
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It's so WHITE. Look at the kitchen!
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White patio, white walls, white ceiling, white cupboards, white chairs! White sofa in the living room, white desk and cabinet in the office, white rock in the bedroom! It goes beyond a modern aesthetic; it looks like I woke up in the white room from 2001. Feels very flat and sterile.
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The lighting in the interior is off as well; the "lit" walls are uniformly bright and the "unlit" walls are uniformly dark. Needs more reflectivity / less contrast?
Also, the interior texture of the walls looks like it's just a scaled down version of the exterior, which again enforces the sterile, flat look of the place.
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The random car.jpeg on the staircase wall is very out of place with the rest of the decor. The kitchen is bizarre as well; the island is clearly intended to have seating, there's no full-size sink, but maybe that's intended because there's also no refridgerator or stovetop! How long has that milk been sitting out on the counter... Even more nitpicky but the gigantic binders next to the glasses are out of place. Especially so in the kitchen, but honestly even the ones in the office had me scratching my head. Those are huge binders, but what's in them? Nobody has been living or working here since dad left, and surely he took his stuff with him to his tropical paradise, right?
A low cupboard in front of the TV, maybe with a sound system would help flesh out the living room.
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The interior looks much better with the evening interior lighting, but the lights are creating some will-o-wisps in the windows. They directly line up with the lights by the headboard and the one in the kitchen, and it seems like the floating blue lights are actually reflected physically in the game space, since they're about as far away on the opposite side of the glass as the aforementioned source lights in the interior.
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...? Sorry, got distracted.
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Wait, she's still there in the morning? What a trooper. I didn't get super far into the game so it's possible that more are added over time, but a bit more variety in her animations would be nice. Making meals, lounging outside or in her bedroom, etc. instead of either gardening or wiping down the tables.
I got a kick out of working for 4 hours and being too mentally exhausted to continue. Yeah, me too dawg.
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Starting to think she might be worth what I'm paying for. Maybe give her some scissors and have some dead leaves in her bucket?
Player should have the ability to sleep whenever to advance the day. Having to go downstairs, rest, wait for the rest fade-to-black to finish, and then go back upstairs to sleep is a hassle.
There are some dialogue issues. Hannah says "I go back to work" after you give her coffee instead of "I'll go back to work." The dialogue feels stiff in general as well, like it's been translated to English. Wordy and clinical instead of casual and natural. "The upstairs bedroom is empty as a result of nobody living in it."
Also, for a game called "Master of Seduction," the seduction in the first hour of playing or so has been lackluster. I've done some minor tasks for my maid and she's been grateful but confused. I know nothing about her and I've had no opportunities to tease or entice.
Let's take the book task: she's upset after misplacing her book, we eagerly offer to find it, and she gushes her gratitude after we return it, the end. How can we improve it? She's misplaced her book and is distraught and seems somehow even more concerned when we offer to find it! But she's a shy girl, so she acqueisces to our offer to search for it. Well, we find the book and... aha. It's a romance novel. No wonder she's feeling awkward. We flip to the earmarked page and read an exerpt: "...his fingers glide over my skin, invading places never touched by any hand but my own, and my heart races in fear and delight..." One of "those" romance novels, then. We take it back to her and can't help but grin at her embarassed "thank you." The question is on her lips, but she's too nervous to ask if we looked inside. We softball a conversation starter and ask if she likes reading, and she answers that she does (obviously) and that she's been reading more since she started this job because it's quiet and wouldn't disturb dad's work - plus it's nice to read outside. Then we get the option for different dialogue: we can playfully joke that she's more adventerous than we thought, reading something like this outside. We can seductively tease her about how quietly she was "reading" her erotica. Or, for a friendlier approach, we can offer to talk about her favorite books and get some recommendations - this one certainly seems to fit our taste, after all.
Or look at the laundry task. As it is, we do her work for her and then either say "haha no biggy just here to help" (???) or else request a sexual reward. Master of Incel Behavior lmao. So what could happen here? Hannah comes in concerned because she heard noises and didn't know it was us, and she says as much. The two of us are standing in the cramped utility room, and so we step closer to her. No, we say, no intruders. Just us. We reach out, either to lean against the wall beside her (show off physique) or to place a hand on her shoulder (attractiveness check) and confide that we're still adjusting to the new home even with her company, and so she must've been on edge living here alone after our father moved away. We tell her that we're glad she's here, and that if there ever is an uninvited guest then she should holler for us to come and sort them out.
If you open the menu while walking, the character continues moving forwards.
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Unless dear old dad was burying bodies in the yard, this sidepath shouldn't be so uneven.
Anyways, I came here with a lot of criticism for the game's graphics and writing and I think I should state that I picked this up in the first place because I was interested in the premise of a fully 3D erotic game where I could slowly build up a relationship with the girls featured. I think there's an opportunity to do a lot here and I always want these projects to succeed! I can't give too much advice on "how" to fix the graphical problems beyond pointing them out, but the dialogue really, really could use another pass. Even if nothing else changed in terms of the interactions - keep the same minigames, the same animations, everything - overhaul the dialogue, add some more internal dialogue for the PC, give the girl(s) more character and actually sell me on a SEDUCTION simulator.