Hi everyone.
I appreciate the feedback & response you've been giving. I find them very uplifting & great for further development. That being said, here's my response:
Pacing
I understand for most of you might've felt the pacing is too fast or too much. This is due to the fact that Culture shock is a sequel, not a beginning of one story in a whole. Ana, Rama, Linn, Rey, Nene, Zir, Soni, and many more were all in the prequel. Therefore, It's my job to introduce the players who haven't read or known "We love you, Ria" to stay true to the prequel's character development. The fast pacing you're experiencing is me bringing you up to speed of how the dominant side characters affect Sasha & the new world she'll be living in. If this weren't a sequel, i'd be using a totally different approach. Though i'm not perfect, i personally believe this is one of the most effective methods in story telling a sequel to a new audience.
Game mechanics
The version u played is a prologue -not yet the main gameplay. I admit in order to avoid this confusion, I should've named it "Culture Shock (prologue)" instead. Additionally, there are many other games that are more brutal in their prologues; they give cutscenes without a single bit of movements/freedom. In my case, though limited, i tried to give movements/inventory mechanics to introduce how to utilize buttons and future movements.
Game size
The image, effect, and programming style i'm going with do bring consequences. One of them is the potentially big size of the game. If that is the one of the elements i must sacrifice in order to reach the standards for a game i wish to create, i believe it's a fair deal. Trust me, I tried to cut the size into half and a quarter of the current size, but i didn't like the image quality results. Again, though i'm not the best, my priority is quality.
Variables
V.0.1.6b marks as the end of prologue. If you look closely, exhibitionism and insecurity have been added to your inventory. This hints that from now on, it's all up to you of how the variables play out. Future H-scenes will be unlocked only with a specific condition of the exhibitionism & insecurity stats you have. That is the gameplay i'm, of course, heading towards to. The events will be divided into three time zones; day, evening and night.
Conclusion
One of the most dangerous things known to mankind is false promises. Though i cannot promise other things or how things will be created precisely as mentioned above, but i'll do my best to fulfill one of my bucket lists; creating a fun H-Rpg with exhibitionism as its main theme.