Okay, first, thanks everyone for the kind words, they mean a lot! <3
My primary motivation is creating stuff people enjoy and hearing that they did is always great.
Second, the recursion bug, because it's kind of a priority:
I played before 0.7 for me it looks the same bugs no changes and I started new.
All time these bugs:
Are those stacktraces from two different crashes? I'm seeing two different errors?
Thanks a ton for the stacktrace on the recursion depth issue, though! As I said, I can't get this bug to properly reproduce and I haven't seen it since, I think, Tuesday. I'm gonna get to work on this bug right away, but I don't think it's going to be an easy fix.
Right, thanks for the report! I have a suspicion I know what's going on here, so it's going on the "to be hotfixed" list.
I have just completed a new run of the game.
Thank you for your work and keep it up !
Thanks for the meaty write-up!
"Many cases of Ren'py" crashing sounds a bit worrying, I wish I had a bit more info on that.
Otherwise, I'll comment on one specific point here and I'll talk a bit about the pacing later:
The shift towards more "consensual" writing was neither an attempt to deal with censorship nor an attempt to change tone — I just like it this way and I always wanted to write this way and I felt that it wasn't this way enough before and it would create a disconnect if it were more this way later, but not all that much this way in the early game.
Consensual non-con is cool, too, but it was never what I wanted to do with Princess Tower.
I tried your game/demo and enjoyed it quite a lot.
So much potential. The writing is quite good. Compared to most of the writing that is done for games on this site it is by far the strongest element of your game.
Thanks for the kind words and the feedback!
You also mentioned the pacing a bit, so I'll address that here:
The speed at which the relationship moves forward is too fast for some, and too slow for others.
An important pillar of writing for Princess Tower has always been trying to go for a high density of information and fast pace in order to create a story with both depth and breath that's still quite fast to get through (because that's what I like to read). I've occasionally considered having a word count goal of 100 000, but that's a bit too set-in-stone for me.
You mentioned more variations of the same scenes, too, which wouldn't make the game much longer, but are in the situation where although I consider variations (including the existing ones) to be something that make the game unambiguously better, but ultimately the question is never "what should there be more/less of" and always "how do I spend the limited dev time I have on this earth".
(There was never a particularly more verbose version, btw, I think the word count didn't heavily change)