baggotswaggot
Newbie
- May 6, 2020
- 15
- 17
Wow, this is an amazing game. Someone else mentioned it, but the combination of the mystery+buildup for stuff like the beach scene is legendary work. That was a crazy good gutpunch scene that I haven't experienced in years since I'm usually immune to most NTR nowadays. If this level of quality continues until the game is completed, I can see it becoming legitimately one of the best NTR games I've ever played, up there with the likes of the best NTR JP games like Leane 2.
I'll probably write a full review later, but I'd also like to give big props to the dev for sticking to his guns and focusing on two primary routes. A lot of other games fall into the trap where they have too many branching routes, so while it's as wide as the ocean, they're as deep as a puddle. Another common issue is that the girl instantly gets corrupted within the first 5 minutes of it before building any emotional connecting to her. This game avoids both those pitfalls.
I only have two real concerns so far. First, a minor worry is that the dev said he's been working on the story for months already. I'm guessing once the game's caught up to what he's written in advance, the size of each update will slow down considerably which is a bit disappointing but understandable considering the alternative is just pushing out large sloppy stories which would be even more disappointing. Or hopefully, the dev's a machine that can churn out 20k words of good quality story a month like the A Promise Best Left Unkept dev.
My real concern is the engine itself. Now this may be an unfounded worry depending on how familiar the dev is with development in general, but considering there have already been a decent amount of bugs that have had to be patched, I'm worried the engine will make it hard for the dev to manage since I find Godot less powerful than something like Unity. Especially considering DTF was made in Godot just like this game, and while it was fine at the start, it became such a buggy mess that people are ragging on it in this very thread. I'm worried this game will eventually reach a similar point where it'll become way too buggy to be sustainable long-term. Plus as I previously mentioned, since Unity is more powerful, it'd be easier to add features like a scaling option that removes the black bars. For example, NTR Mobile is built in Unity and while I didn't like the story at all, I can tell it's built on a solid base with nice QOL features and fast loading times.
I can speak from personal experience that trying to develop on a spaghetti base has caused me so many nightmares. If there's ever a time to genuinely consider switching engines, it'd be now, early on before it's too late, and before you fall for the sunken cost fallacy.
Of course, if the dev is confident in his skills with Godot/managing large projects or is just not comfortable with Unity at all, I'll give him my full support regardless since I hope for nothing but the best for this game.
I'll probably write a full review later, but I'd also like to give big props to the dev for sticking to his guns and focusing on two primary routes. A lot of other games fall into the trap where they have too many branching routes, so while it's as wide as the ocean, they're as deep as a puddle. Another common issue is that the girl instantly gets corrupted within the first 5 minutes of it before building any emotional connecting to her. This game avoids both those pitfalls.
I only have two real concerns so far. First, a minor worry is that the dev said he's been working on the story for months already. I'm guessing once the game's caught up to what he's written in advance, the size of each update will slow down considerably which is a bit disappointing but understandable considering the alternative is just pushing out large sloppy stories which would be even more disappointing. Or hopefully, the dev's a machine that can churn out 20k words of good quality story a month like the A Promise Best Left Unkept dev.
My real concern is the engine itself. Now this may be an unfounded worry depending on how familiar the dev is with development in general, but considering there have already been a decent amount of bugs that have had to be patched, I'm worried the engine will make it hard for the dev to manage since I find Godot less powerful than something like Unity. Especially considering DTF was made in Godot just like this game, and while it was fine at the start, it became such a buggy mess that people are ragging on it in this very thread. I'm worried this game will eventually reach a similar point where it'll become way too buggy to be sustainable long-term. Plus as I previously mentioned, since Unity is more powerful, it'd be easier to add features like a scaling option that removes the black bars. For example, NTR Mobile is built in Unity and while I didn't like the story at all, I can tell it's built on a solid base with nice QOL features and fast loading times.
I can speak from personal experience that trying to develop on a spaghetti base has caused me so many nightmares. If there's ever a time to genuinely consider switching engines, it'd be now, early on before it's too late, and before you fall for the sunken cost fallacy.
Of course, if the dev is confident in his skills with Godot/managing large projects or is just not comfortable with Unity at all, I'll give him my full support regardless since I hope for nothing but the best for this game.