The art is gorgeous and the story seems right my alley, but :
1/ the "gameplay" really sucks. More often than not, everyone is completely stressed out after 2 or 3 days
2/ I can't set employees to their respective roles after reloading in game : the interface remains bugged/unresponsive, and I have to completely exit and restart the game (I'm on Win10, btw)
3/ I can only save at the beginning of a day, and when I decide to reload because of the capricious RNG of the game, I run into the issues of 2/
4/ events during work are much too repetitive (basically, there is only one of each it seems : good or bad)
What is the reason that motivated the author to go through Unity, instead of using a much more robust and "accessible" engine like Ren'Py ? I see nothing in the game that couldn't be replicated in that engine, and we'd be spared the bugs of an author who, once again, is obviously talented at rendering and writing, but kind of sucks at coding.
Cheers for the heads up and the feedback!
Some rebuttal?
1/ Fair enough, it seems we get that a lot. We've been taking feedback like this on board and balancing things with each version, it helps to know there is still work to do. Let's see if we can't get it to be better, sure.
2/ This is a problem we've not heard of before or seen ourselves. Some similar issues involving Kriem were reported before but according to tests it was fixed. We'll take a good look and see if we can find and fix for the next version now that we know, thanks for the heads up and if you have more specific info on the issue do tell. We'll get on it. Cheers.
3/ You should be able to save at any point in the day that has a VN section, it just loads back at the start of the day to counter save-scum cheating on stats. It's a shame that it causes you issue 2, but as I said, we'll try fix that.
4/ Yes, agreed. As has been discussed on this tread before we work with a limited amount of CGs we can make per version in a month's time, much less than we'd like, and it has been the focus of our improvement efforts of late too. That said, most version CGs go to creating scenes more than gameplay outcomes, and we fill them up piecemeal as we go. Not ideal, no, but it's were we currently are. Story and sex additions are priority in both our and our fans minds though and over time we'll bet to a better place, aiming for sooner than later of course.
Why unity? Because we have better skills with C# and because we're building an engine in the making for future games so they can be bigger and better. We understand it's not perfect, but that why we encourage feedback, including technical, so we can get it to a point its in a great shape. Your heads up above will indeed help us too, it's surprisingly hard to get proper feedback even from our dedicated fans, so for that we are grateful.
Hope that helps you as much as you've helped us it seems. Onward to more sexy stuff, right?