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BTWZ1

Member
Mar 20, 2019
321
566
All I can say is thank you to everyone for being patient with me, and yes, I could have handled everything differently. That is the one thing I regret.

I tried multiple times to be transparent about things, but we all process hard times differently. I couldn't bring myself to do it. I still don't want to talk about it because every time I do, well, it hurts.

Hard times are painful. This year I learned that lesson. You can't take life from granted. I don't regret leaving behind my responsibilities and taking time to be with and do what came up in life. And even when it was done, I fell into a mental hole that was very hard to get out of.

I got back to working in full in August. There was a delay between the Patreon post and Discord. They were supposed to be posted at the same time, but the timed message addon didn't work for some reason. That's why it looked like I left and came back.

I've been back, I am back, and WE are back. There are things I need to make right before releasing Chapter 4. I promised I would fix things in Chapters 1-3, and players who asked for better should get that. Routes and choices deserve to be on the correct pathing. Renders need to be there. Quality is key. Now, I didn't think there was as much to fix as there has been, and I open anyone to please tell me what you want fixed as well. It's going to be a chaotic month before I'm back to even, but I can promise you my goals are to make the best game possible.

If you are hyper critical of me, you have every right to be. Keyboard warrior your rant, unfollow this project, and move on. Please stop spewing venom because you think you are high and mighty. You aren't, but you are entitled to your opinion.

Everyone who has been waiting patiently, you are the bedrock of why I wanna keep creating, of why I took the proper steps to get better mentally and pursue my path to better game development. Please let me know what you want fixed! If it's in my power, I can fix it! And even if progress on Chapter 4 has been turtle, it's still been going on, and you'll start seeing a lot more next month.

Thank you again, from one Otter to all. Life comes first, kindness comes next, and then... well, we all know it's boobs for the win.

-Otter
I've tried so hard and got so far. But in the end it doesn't even matter. I had to fall to lose it all. But in the end it doesn't even matter.
 
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Quetzzz

Active Member
Sep 29, 2023
568
861
Quality is key. Now, I didn't think there was as much to fix as there has been, and I open anyone to please tell me what you want fixed as well
My first suggestion would be to interact with your Steam audience more. The lack of any helpful replies gives off the impression that the project is abandoned and riddled with bugs.
1728371695610.png

From our conversation a year ago, I gathered that you primarily communicate through Discord and Patreon. However, Steam customers aren't funneled to your Discord in any obvious way:
1728371950393.png 1728372110829.png
In addition, I suggest you create a stickied post on the Steam forum guiding customers to where they can get help, submit bugs, or send praise. Though, keep in mind not everyone uses Discord, and some interaction with your Steam community (through posting news, game updates, and replying to posts) is crucial for long-term sales and your reputation as a developer.


As far as the actual game goes, what I'd love to see is:
  • Internal consistency
    • Is the MC depressed or not?
      I found it strange that someone who's so depressed that he shuts down any social interactions, suddenly becomes a social butterfly after arriving at the island. Even with the motivation of the knee device, people don't usually do a 180 like that. And if they do, it often backfires, causing a worse relapse. I'd love to see the story of the MC healing physically and mentally.
    • How much does his injury impact his normal movement/physical ability?
      From what I remember, this has been very inconsistent. There needs to be some consistency about what he's able to do. If he can climb stairs unassisted, he should be able to walk certain distances unassisted. But this doesn't necessarily mean he can carry loads, or has the range of motion to crouch.
    • If a player makes all the wrong choices, how does this impact his healing, both mentally and physically?
      This is more of an addition to the previous points. It's said that the device will help him heal physically, but as far as I can remember, the MC can always do anything the story requires. The amount of healing or collected points never come into play. Similarly, if the MC doesn't socialize at all, how does this affect his mental state?
  • Choices that matter
    • Path-defining choices need to be path defining.
      This was the first AVN I played that telegraphed the importance of certain choices, and I loved that. But, this also made me very disappointed when these choices weren't respected. If a path-defining choice means the MC can either do A or B, then you're essentially doubling your workload by creating parallel events. For players, it's not entirely clear which path is defined by these choices either, or how they impact the MC's growth/personality.
    • Avoidable events
      Personally, I love avoidable events, but I also realize they come with a high technical debt. These events and what happened in them weren't tracked well, giving me the impression that the game was developed from an "everyone will play for the lewds"-perspective. While this is an AVN and that's valid, it's equally likely that not every player will love every LI, or want to interact with them for whatever reason.
    • Follow-up on choices
      Whether the player has agreed to or declined a choice, reference it later through dialog. By doing this, the MC will reflect on the player's choices, forming a personality. For instance: I don't like that I'm whored out to fix Stormy's cum-box, and I'd love to be able to tell Layla why.
  • Language
    • Idioms are often phrased wrong, or used in the wrong way.
    • Unnatural language like "borked"
    • Banter is fun, but when dialog is nothing but banter, it gets tiring. It's also very subjective how players experience this constant banter. When it comes across as too much or mean-spirited, it makes the MC seem like a doormat, not able to put up boundaries of behavior he's comfortable with.

While all of this is what I'd love to see, I suspect it'd be too much work. Instead, I suggest implementing some stop-gap measures:
  • Rework episodes 1 & 2 to remove the path defining choices, and instead add a lead-up to the events in episode 3 (card game & kayaking)
  • Let some time pass between events, so it doesn't seem as if the MC's days are filled to the brim with activities
  • There's no shame in offering a more kinetic experience, if this means you'll get to finish the game. One way to do this is to make all events mandatory, but allow players to friend-zone any LI.
  • Retcon the MC's depression. He could be single, and have friends, but still decide to go to the island for this revolutionary treatment. Instead of being forced to go, he'd be inspired to go, with the full intent to make the most of it.
  • Have (internally) clear end-goals in mind for the MC, and make sure player-choice leads to these outcomes. The premise of the game is "hormones equal healing", so what will happen when players decide to opt-out of hormone-getting events? Look at it from the most extreme perspective. What would a celibate playthrough look like, and end?
 

Vleder

Member
Dec 14, 2020
478
1,252
Chapter is almost ready...
It's just there's a whole truck of discarded content, rewrites, bugfixes, patches, old renders, revised routes and better choices.

blueotter.jpg

Jokes aside, I would really like to see this properly continued and finished and not having the usual ending.
 

MiltonPowers

Twins Basil! Twins!
Donor
Jul 26, 2023
8,787
16,669
Chapter is almost ready...
It's just there's a whole truck of discarded content, rewrites, bugfixes, patches, old renders, revised routes and better choices.

View attachment 4207194

Jokes aside, I would really like to see this properly continued and finished and not having the usual ending.
Well, according to latest Patreon, the public release for v3.9 is tomorrow next week (12th).

Screenshot 2024-11-07 085317.png
 
Last edited:
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