Just me who thinks this? I mean ofc the images and story etc might be good, but I hate running around and doing annoying jobs and similar. Walking in general in those games. It feels like I'm wasting time when I could just make options in a Ren'Py game. Idk about coding and such, might be harder or something. At least I wish you could get the option for it to be a visiual novel.
Example of good games which would be better in optionmaking platforms:
The Artifact 1-3
My Girlfriends Amnesia
My Sister Mia
Now those are examples, not a list. I will probably not add more to it. Just wish there was some way to get the pics AND story from the games without having all the walking/mission bullcrap.
Just gonna end that it's also annoying because you can't always predict when you're about to hit a hot scene, which makes it hard to save in time. OFC you could say that: "You should just save often" which I have no deffend against more then: It's still tedious
I agree for My Girlfriend's Amnesia... However, I think there are some that are pretty good. For example, Zombie Island and A Zombie's Life, I think the rpg elements are more appropriate for than going through Ren'py. In general, I think I blame the engine a little bit more than the platform/concept itself. Specifically, I think there are two big drawbacks to RPGMaker for these games:
1) Dialogue skipping functionality. I think (I might be wrong on this), but RPGMaker seems to treat dialogues possibly as almost a map system, where it seems to detect where the mouse click occurred, when choices are presented. Overall, it seems like the dialogue system renders slowly (sometimes even slower than Tyrannobuilder). This, coupled with a not-very fluid experience when you hold down Z/Equivalent of Ctrl in Ren'py does make it a bit frustrating, especially when it's because you messed up in a decision.
2) Asset loading seems to be a bit slow. So, in a few of the RPGMaker games. (My Sister Mia, My Girlfriend's Amnesia, Milf's Villa), it seems like sometimes it takes the engine a pretty long time to transition between scenes. This makes the whole experience feel a lot less suboptimal, and makes the game look unresponsive. This is, in my opinion, a pretty bad user experience.
As for what made A Zombie's Life/Zombie Island fun games, I think, is that they actually utilized the mechanics of RPG gameplay pretty effectively. This actually made the two feel more like games. Now, when I play the stash of pervy games I get from this forum, I've noticed that in games, a lot of developers don't seem to balance effort/reward really well. A lot of games give the players gratuitous amounts of snu snu content without having to put in a lot of effort. Sometimes, this is beneficial, especially if you're just creeping updates. (i.e. playing for the content between version 0.2 and 0.3, which is marginal) However, I've found that it takes away from the emotional investment of enjoying the game. Other games, require way too much effort to get to the snu snu content, and it ends up feeling like it's not particularly rewarding.
So, for specific developers like Daniels K (My Girlfriend's Amnesia), and icstor (Milf's Villa), I kind of take the whole aspect of playing on the RPGMaker engine itself as part of the "effort" required to get to the spank bank material. Just having to play on the suboptimal engine is itself part of the effort. As such, I think they're still within my range of tolerance, since the inherent RPG elements aren't super tough for the content being delivered.
Another example would be Ethan's Legacy. That game was originally built on TyrannoBuilder. And back in the day, TyrannoBuilder was pretty slow response-wise to input. (I think it had something to do with it being built on node-webkit which seems to be single threaded, but again, I might be wrong.) When I was doing update creeping on that game, the thing that annoyed me the most was TyrannoBuilder. However, I have to say that the first few games built in TyrannoBuilder seemed to have better first-timer pacing, meaning that the pauses and slow response added to the dread and suspense building up. However, the developer eventually switched to Ren'py, which I felt alleviated my frustration with the engine. But... little did I know, that at least to me, it felt like the pacing of the game in Ren'py felt significantly accelerated, even to the extent that I didn't find the content of the game that enjoyable.