@Hyped you're being overzealous in your harsh critique and you slide by the positives in the work of @Polyrotix , barely grazing them in your second post. You underline a few games that dive in the generic genre and refine the generic ideas with a new level of depth and polish, games which I have played thoroughly and you're correct, but then you suggest that the creator follow the same worn road and simply join the crowd of devs and dev teams out there, some of which, like you said, are already established and took the cream of the genre, that aim for overpleasing the louder community voices and not for creating a quality, reliable, but most of all unique product.
Art style, intro and depth of the story from the first release is what this game brings to the table. Offering convenience for the players (count me in) that are spoiled by the overpleasing devs is one thing, reasonable and doable, but steering it towards the generic style, which is what your posts suggest, I find that to be an slap on the wrist to us, the players that love this alpha build and want things to build on it, not away from it. If you did not mean that, and simply suggested that it would be easier for @Polyrotix to go towards a recipe-for-money game, then I again, feel offended, because Patreon is a volatile community, not a set-in-stone community, and imho, only a strong unique and finished product will shout the dev's name, more then any other money-grab games out there (we all know the 2-3 minute games with great explicit renders, 1 animation and close to no story, teasing and asking for money).
I'm not a dev, nor will I ever be, and I am extremely picky on Patreon, but I'd hate to see this beautiful flower of a game being changed by the multitude of greedy weeds out there. This product shows creativity and originality, maybe it won't be no.1 hit on Patron, but if it keeps growing in the same direction, it will be a coherent game, with a natural flow, abundant with quality and depth, uniqueness and beauty. This is what more and more saturated players are looking for, and while Milfy City is addictive and powerful, so is Reincarnotica, but in a different way. Also, if you compare the devs behind each game, the points will quickly roam in favor of @Polyrotix , so uniqueness wins, which is pretty much his main business model available at this point.
Just my 2 pennies, I tried to keep it short, and a TLDR: unique product = business model = money. I own a business, so I might know a bit about it: we all aim for that anyway, just that it doesn't come overnight.
Thanks for reading again!
P.S. For the sake of obviousness, this post is aimed at the Dev, using Hyped posts as a bridge(thanks, mate) and my English is self-acquired so semantics are not my strong point. Cheers!
Unique product that satisfies sizable market demand = money. This vn picks two segments - incest fans and mmo fantasy fans, and doesn't satisfy either well enough.
I'm merely suggesting the dev set his priorities straight and redo the intro based on the feedback he's received, instead of going generic with the next chapter. The amount of effort put into his patreon profile and the game, one can conclude that he has desires of financial success. And if that's his goal, I'd rather see him sort this out early than burn out later when he realizes he's created something messy that isn't getting much attention.
He's got talent and realizes there needs to something unique to stand out from the noise. So I agree with you for the most part.
That said, as mentioned earlier, this vn doesn't quite excel at any of the paths it attempts. The blending of the mmo plot with the family plot just doesn't work on any level yet. And the dev doesn't own up to what he's created, merely admitting that it's bad and brushing it aside. Unlike say Lust&Passion, who defended his work initially, despite intense criticism.
About generic vns being successful, that is the norm in larger marketplaces too. Blockbuster movies tend to be generic and satisfy the average person. Whereas beautiful art movies that tell unique stories don't get much attention. The perfect blend is harder to achieve. But it usually contains a larger amount of generic filler stuff that's proven to be commercially successful, perhaps told in a unique way, along with smaller bits of arty stuff sprinkled in. Reincarnotica has the exact opposite ratio.
Hope the dev's taking this as constructive feedback from someone who admires the product and the effort put in, but thinks he could do much better commercially if he drew better conclusions from the feedback he's received.