I'd love to be able to rate this higher, but I have to be honest. This game could be pretty hot (and manages to be, in places), but it's dragged down by engrish in the writing, bugs and unintended rpgmaker issues.
The writing is choppy, filled with spelling mistakes, and over all not particularly noteworthy when isn't either of the above. It often falls into the trap of having a character say the same lines over and over. I'd be willing to help with that, if you want, as I've done proofreading before. If anything, I'd say to pick a tone and stick with it. If it runs on pure porn logic, go with that. If it's a semi-realistic thing where you can ask your unreasonably hot roommates about their days and stuff, it really needs work on the dialogue, because it's hard to make this concept (living with roommates) work in rpgmaker without really outstanding dialogue. Otherwise, the NPCs end up feeling like sex robots rather than characters. Honestly, it's mostly just that you need to fix the spelling. As is, it makes it feel a bit rushed/lazy as a project.
Now, your art is pretty good, I have to say. Solidly executed all around. Animations were a little odd in places, but that's a minor quibble compared to the above. Over all, good job.
Lastly, the bugs. It wouldn't be an RPGmaker game without someone forgetting to set tileset solidity from all directions, allowing you to seamlessly phase through certain walls/seemingly-solid objects from a particular direction. I can walk into a section of the kitchen counters from below... the only direction I could reasonably approach from. There are sections of furniture that I'm pretty sure could be used to get entirely out of bounds in the upstairs of the main house, but I'm too tired to test it right now. Basically, sort your tilesets out, please. Just go over the ones you've made and make sure everything you want to be solid actually is.
I'm not sure whether you're using homebrew code for the passage of time, or if it's something you've gotten off of the many forums available for RPGmaker. Either way, the way it interacts with the world at large needs some closer attention. Time passes at full speed during conversations or minigames where you might expect it to be paused. This, paired with the fact time is also skipped after the cutscene, often means that days fly by incredibly fast. The other side effect is that you can easily get stuck on the wrong side of events; usually in the roommates' rooms. It's very easy to get stuck on the wrong side of the streamer or librarians' doors after dark, due to time passing during their scenes and minigames. Amusingly, one can then peek on the streamer from the wrong side of her door. Lastly, working for the boss lady doesn't seem to advance time at all?
Honestly, if you added an event to the sleeping versions of the roommates that had them 'wake up and let you out of the room', since afaik you're not supposed to be on that side of the door anyway, that would make the situation of getting stuck in their room after one too many footjobs from Linda about 95% less frustrating.
In summary, this game could be pretty good, but as it stands now, due to the prevalence of relatively simple text and tileset issues, feels very rushed.
The writing is choppy, filled with spelling mistakes, and over all not particularly noteworthy when isn't either of the above. It often falls into the trap of having a character say the same lines over and over. I'd be willing to help with that, if you want, as I've done proofreading before. If anything, I'd say to pick a tone and stick with it. If it runs on pure porn logic, go with that. If it's a semi-realistic thing where you can ask your unreasonably hot roommates about their days and stuff, it really needs work on the dialogue, because it's hard to make this concept (living with roommates) work in rpgmaker without really outstanding dialogue. Otherwise, the NPCs end up feeling like sex robots rather than characters. Honestly, it's mostly just that you need to fix the spelling. As is, it makes it feel a bit rushed/lazy as a project.
Now, your art is pretty good, I have to say. Solidly executed all around. Animations were a little odd in places, but that's a minor quibble compared to the above. Over all, good job.
Lastly, the bugs. It wouldn't be an RPGmaker game without someone forgetting to set tileset solidity from all directions, allowing you to seamlessly phase through certain walls/seemingly-solid objects from a particular direction. I can walk into a section of the kitchen counters from below... the only direction I could reasonably approach from. There are sections of furniture that I'm pretty sure could be used to get entirely out of bounds in the upstairs of the main house, but I'm too tired to test it right now. Basically, sort your tilesets out, please. Just go over the ones you've made and make sure everything you want to be solid actually is.
I'm not sure whether you're using homebrew code for the passage of time, or if it's something you've gotten off of the many forums available for RPGmaker. Either way, the way it interacts with the world at large needs some closer attention. Time passes at full speed during conversations or minigames where you might expect it to be paused. This, paired with the fact time is also skipped after the cutscene, often means that days fly by incredibly fast. The other side effect is that you can easily get stuck on the wrong side of events; usually in the roommates' rooms. It's very easy to get stuck on the wrong side of the streamer or librarians' doors after dark, due to time passing during their scenes and minigames. Amusingly, one can then peek on the streamer from the wrong side of her door. Lastly, working for the boss lady doesn't seem to advance time at all?
Honestly, if you added an event to the sleeping versions of the roommates that had them 'wake up and let you out of the room', since afaik you're not supposed to be on that side of the door anyway, that would make the situation of getting stuck in their room after one too many footjobs from Linda about 95% less frustrating.
In summary, this game could be pretty good, but as it stands now, due to the prevalence of relatively simple text and tileset issues, feels very rushed.