I don't want to leave a negative review, since the game just came out to the public but I didn't understand it. The whole point is to move around a huge map for a few hours and get a couple of scenes?(I spent an hour and a half and got one)Yes I didn't use the walkthrough right away and that's a mistake in this case, but I think that if a game has to use the walkthrough to get further, it's poorly done. (cock)blocks by time, (cock)blocks by points, (cock)blocks by character affection. I just got tired before anything interesting started happening. As for graphics, if you decide to use VAM for that, bother to learn how it works in detail first. How plugins work, subscenes, export/import animations, and other things that will enhance and make it easier to create visuals. Just one added subscene with ready-made lighting presets that can be freely found and the scenes will start to look much better.
p.s. Should every Chinese game have a gacha? xd
I don’t want to reply to you with an overly harsh tone, so let’s keep it simple. The issue with the length of the game is determined by its original content volume. It features a very long romantic storyline based on RPG structure, which means that a lot of time is spent specifically on increasing character affection to continue the plot. We are currently working on adjusting this aspect to speed up the triggering of the storyline (reducing the need to grind for affection), which addresses the fatigue issue you mentioned.
Regarding the VAM issues, such as lighting and scenes, honestly, anyone who has used VAM should be familiar with these operations. If you find a scene unsatisfactory, please report it on our Discord, and we will work on fixing it. The CGs have already been redone, but our rendering team is still getting accustomed to VAM after switching from Daz, and we have internally changed CG assets a few times.
By the way, the reason we included a guide is that we are aware of the frustrating limitations and complex trigger conditions in the game, which make it feel like video games from the 1940s and 50s—minimal hints and high difficulty. Therefore, we provided a guidebook, and we are also working on improving the in-game task triggering conditions and the task system.
TLDR: We are addressing the tediousness caused by an overly extensive RPG process, and you can provide feedback on CGs in Discord for corrections.