Thank you kindly, we're eagerly awaiting another chance at putting up another update and building our world, our characters and most of all getting some of that sweet sexy in front of our eyes. Getting closer every day!I enjoyed this, but I am eagerly awaiting more every time I see that I still have the game.
That tutorial board is a nice little touch! When Noe is the one teaching me she'll have my undivided attention.And here we are once again with one last public teasing of our v0.5 update before it goes live! We've got a new Tutorial UI for the game, written from the point of view of Noe herself, as she explains how our Restaurant Manager gameplay rocks and rolls! This one was something we are sorely needing, and with it we're aiming to help make the game all the more fun, playable and overall kick ass, between all the sexy and nasty that's coming between the updates!
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And that's it from us before we go raging this weekend in development-town. Y'all be hyped up and beWilder!
you can ask to UncleVT to make you a new thread or just update the op since this game related to NTRHi all , i reuploaded NTR Origins 3 Moreau again, Naturaly V1.0 PC. The tread wasn't created, so in the meantime here is the link . Have fun !You must be registered to see the links
Already done before this postyou can ask to @UncleVT to make you a new thread or just update the op since this game related to NTR
Thank you, here it is https://f95zone.to/threads/ntr-origins-moreau-again-naturally-v1-0-bewilder.31022/Hi all , i reuploaded NTR Origins 3 Moreau again, Naturaly V1.0 PC. The tread wasn't created, so in the meantime here is the link . Have fun !You must be registered to see the links
Not really. Dev alternates this with another game and like half a dozen prequels so it will be a while.can someone share CG or tell is there any sex action?
No it wont.Not really. Dev alternates this with another game and like half a dozen prequels so it will be a while.
Hey there Fadge! First up, before I get to the meat of your post, I'd like to say a hearty cheers(!) for the detailed feedback. It's seriously hard to get such a balanced and in-depth look at our work from the outside (understandable since most people just want to play and to them our games are just 1 in a sea of games), so I think it's important to point that out and say our thanks for the efforts for sure. Seriously, good stuff!@BeWilder
Hello, my contribution to your efforts by some constructive criticism (I hope).
(I'm French, so forgive my mistakes in English, I did my best)
First, the very good aspects:
I love renderings. There is a lot of effort and technique in them. The models are very good quality (less male models but it's not very serious). I appreciate the efforts made on framing, lights, focal effects, fuzziness, sweat, "liquids", outfits. I remember a single rendering that I did not like is the room in the restaurant with all the customers and noemie back. The room, without any decoration, is not at all a restaurant, and even less "toscana dolce vita". In any case, it seems to me that it's always better to focus on the characters and make fuzzy effects on the sets.
I like the style "visual novel old school". What I mean is that I prefer fewer but very high quality renderings with quality text and precise descriptions of the situations, feelings of the protagonists. To think about it, I also like the fact that there are no animations that usually bring almost nothing and cut the immersion in the story.
The story.
The story itself is interesting. The stories even, if I count the stories of the waitresses (as I understand it, it still misses that of Kelsey). On the other hand, I think it should be part of the game in one way or another. For example, there could be chapters in the story.
For example, 1st chapter Noemie, 2nd chapter beginning of the game itself, handling the restaurant, explanations of the gameplay and the interface, first few days, 3rd chapter arrival of Kriem and her history, 4th chapter of the game, gme with kriem added (so, introduction od "days off") introduction of the war with Sal and what it involves on the gameplay, chapter 5 new character, etc ...
It would allow to gradually introduce complexity into the gameplay and management of the restaurant.
Otherwise, at the actual level of the story, there is one thing that bothers me is the lack of daily interaction with the fiance , especially to reduce stress. There should be the possibility of a "quickie" in the kitchen for example, even if it causes the income of the restaurant to fall. It can happend in the end of a day work also at the display of daily results. At the beginning of the game the couple's only relationships are bad relationships in the kitchen because noemie is too stressed. It's not logical for a couple about to get married, and that should be at the peak of their desire.
The "gameplay".
The challenge with the other restaurant is a good engine for a game. Good for the moment we do not see it, and as I said above, it would be better to introduce it gradually. For the moment the interface is too complicated. It can cool players. While if complexity is brought little by little it will encourage the players. The interface should evolve with the introduction of new possibilities and do not present what is not accessible for the moment.
One thing I do not understand is that if Noemie is the owner of the company she does not make money not only with her tips but also with the results of the company (minus the costs of course).
So the gameplay is (if I understand) turn-based, ie we choose and position the team then we start the day and look at the results.
What I think is that there should be a page of the results which presents for example: the number of customers , the regular customers, their satisfaction, the average of their expenses per person, the tips, and the "modifiers". The modifiers are the effects of each protagonist (noemi not stressed inkitchen, bad day of Kriem, etc).
A VERY important thing: in general the tips are centralized and distributed equally to all employees, not just waitresses. which makes it possible to create the entrepreneurial spirit because everyone participates in the results. Ans so, Noemie debt is affected by eviday results, even if she is not waitress this day, plus the results of the restaurant in itself.
Finally you can introduce investments for the restaurants: uniform for waitress, decoration of the room, organic ingredients etc...
EDIT: Something I forgot : If you do a single game (by re-introduce the side stories) you can add the possibilities for players to "skip" the gameplay at all for the players that don't like it (it's not the case for me) and want only the "story"
Final thing. MANDATORY have the possibility to have instant text. I hate to wait the display of the text, or miss a text because i triple click instead of double.
The Last thing: RENAME the game for example "Little Toscana" or "Dolce Vita", because the acronym NTR (Noemie Toscana Rebirth) is horrible because is bring to thing of the other acronym in this king of games NTR for Netoare. This acronym is THE source of fights in this forum and numerous players don't try a game when they see these 3 letters
If you want advices on little things on the restauration part, I can, my parents own their restaurant.
The principles of a restaurant mangement is original in this kind og game. I hope you will continue, it's a good start
Here, I hope it will help.
Except it will, this game was started nearly a year ago and had had all of 5 updates, and fairly short ones at that. Devs who work on countless products at once only make all those projects suffer. I just don't patreon devs like that, they do not in any way inspire confidence that a product will be released in a timely manner.No it wont.
Poor Frankie indeed, she's got a lot of bad things going on to her in her life, but at least she's positive about it and ready to get out on the prowl! Why yes, Kelsey gets the last one, and then it's many-many Noemi game updates every other month without interruption! It'll all be sweet and salty!Have really enjoyed the intro's for the girls. I felt bad for the sweetheart Frankie, Will their be one for Kelsey? and something I just noticed playing the game, IT's my first time playing, When working in the Kitchen I see a bag of money and 2 plus signs but I never get any money just stress is that suppose to happen?
Thanks for the serious and well considered feedback, as well as the civil tone of it all, super cheers to you! We fully admit the gameplay section is the most in need of making smooth and sweet to play, and we certainly don't want to make it so people need to Mini-Max instead of play their own way. The best way to do that is with feedback like yours, so that's why were particularly happy to get it. I liken it to us trying to sort a shuffled deck of cards that's facing away from us. Without eyes from across the table we can make sure the edges are all neatly in line, but we can't sort the cards into the right order since we can't see what you see. That's why we love the feedback! Anyways, I ramble, to the point!So, having just mainlined NTR Origins: Noe and Kriem and then jumping into NTR main, I have some thoughts:
So, it's a bit of whiplash, going from two short VN's in which you have no choice to then jumping into a management sim in which there are some rather impenetrable choices. There's an official walk-through, that helps, but some of the results of actions in a management sim are quite unintuitive.
Maybe it's a language thing, but let me give you an example of some things that left me scratching my head (I played v.4): Noemi waitressing has exactly zero ways in which she can increase the rep of her restaurant. I would think an owner schmoozing with her clientele and ensuring the highest level of customer service would have a small but appreciable effect. If Noemi is being "Proactive," in her waitressing, the shop takes an automatic hit to its reputation. I would think that being, "Proactive," would be extra effort on Noe's part to be a customer service superstar but would result in more stress but an increase in her reputation. If the "sword" icon indicates that she's going on the offensive, maybe she's finding ways to hit Sal's where it hurts and at the very least, decrease their reputation (Would you like some free breadsticks? Oh they don't give you free breadsticks across the street? What a pity).
My suggestion would be to align the mechanics of gain rep for LT and attack rep of Sal's for or Reactive, (I would say, "Defensive,") or Proactive (I would say, "Agressive,") respectively. How suited each character/skill is for these activities should determine success, for sure, but I shouldn't be losing ground just for succeeding at an activity. Kriem's bad at customer service, and promotion but good at entertainment and cooking, perhaps? Even if she sucks though, her successes shouldn't be punishing.
In my mind, making the results of actions more predictable, but finding the best resource for those actions a result of good characterization and experimentation would make for a more satisfying simulation.
I'm intrigued to see where this goes, but I hope a guide isn't required to find a satisfying (if sub-optimal) ending. I hope there aren't any punishing fail states for not min-maxing the simulation portion.
(Let me preface this reply by saying I'm not trying to be argumentative, but I may well sound that way. Fear not, my tone is hard to hear, but I'm being civil I assure you).Except it will, this game was started nearly a year ago and had had all of 5 updates, and fairly short ones at that. Devs who work on countless products at once only make all those projects suffer. I just don't patreon devs like that, they do not in any way inspire confidence that a product will be released in a timely manner.