- Jan 16, 2025
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Yes, at some point.Is that on the cards?
Yes, at some point.Is that on the cards?
Think Chekov's Rifle, that would be bad writing to hint at it this early and not deliver.After the buildup with Violet in the last update, I was hoping to see some Millie + Violet action. Is that on the cards?
It's better (my opinion of course).I really enjoyed boxed in can't wait to play this hopefully it's as good as boxed in was. Incest is best.
I really enjoyed boxed in can't wait to play this hopefully it's as good as boxed in was. Incest is best.
Boxed In was great, but small. In terms of data volume, size of the game board, number of characters, probably number of scenes. Also in terms of corruption and especially in terms of story.It's better (my opinion of course).
as much as i agree that boxed in was rly good; i would say this game is even more promising. it feels far les forced and the chars feel more naturalI really enjoyed boxed in can't wait to play this hopefully it's as good as boxed in was. Incest is best.
I sort of agree, but at the same time, Boxed In was quite contained, in a couple of senses. If it had continued, it might not have been long before I'd start thinking it was too much - it's just doing the same stuff now in different ways. I'm glad it wrapped up when it did, before it got to the point of losing its spark, not least because it meant that we could get Secrets and Promises, which builds on what the dev learnt with Boxed In but gives us so much more potential.Boxed In could be more interesting if dev adding more content but he want to move on and imo this one is much better than Boxed In. But Boxed In hold special place![]()
If you are thinking of scenes and idea repeating, then that would be the case with any VN, I suppose. It is the build-up, the story and dialogs that make any VN interesting. There is no shortage of VNs with good LIs and amazing lewd scenes and yet badbods VNs have a special place. I feel it is due to them following a natural path. Specifically in the case of Boxed-In, i felt that it went south after v0.4. All the build-up with Sam getting the lingerie, Lydia teasing a family orgy, Sam & Grace getting close, the tease with the 3 sisters and MC. The potential for the Boxed-in was huge. I honestly hope the dev would go back to it and rewrite it after S&PI sort of agree, but at the same time, Boxed In was quite contained, in a couple of senses. If it had continued, it might not have been long before I'd start thinking it was too much - it's just doing the same stuff now in different ways. I'm glad it wrapped up when it did, before it got to the point of losing its spark, not least because it meant that we could get Secrets and Promises, which builds on what the dev learnt with Boxed In but gives us so much more potential.
Yeah, I just meant "new room, new challenge, different combination of participants > complete it, go through a door > new room, new challenge, different combination of participants..." There's only so long that can go on for without feeling a bit old. Once you get out of there as the truth is revealed (or any escape happens, perhaps, if it had gone down differently?) you've moved away from the premise of the game, so I feel it's right to not have much content there except what we got to wrap things up.If you are thinking of scenes and idea repeating, then that would be the case with any VN, I suppose. It is the build-up, the story and dialogs that make any VN interesting. There is no shortage of VNs with good LIs and amazing lewd scenes and yet badbods VNs have a special place. I feel it is due to them following a natural path. Specifically in the case of Boxed-In, i felt that it went south after v0.4. All the build-up with Sam getting the lingerie, Lydia teasing a family orgy, Sam & Grace getting close, the tease with the 3 sisters and MC. The potential for the Boxed-in was huge. I honestly hope the dev would go back to it and rewrite it after S&P.
That's exactly the reason I stopped it where I did.Yeah, I just meant "new room, new challenge, different combination of participants > complete it, go through a door > new room, new challenge, different combination of participants..." There's only so long that can go on for without feeling a bit old.
I think that says a lot - it's better to have the awareness and bring it to a natural end at a high point, than to go too far and have it drop off. I thought it was clear from the start that Boxed In would be a relatively short project, purely because of the scope of it, and it worked really well. You could probably have managed another couple of rooms, but I would say not too many more before reaching that tipping point.That's exactly the reason I stopped it where I did.
It was starting to feel repetitive creating new rooms, and I was concerned that if I was feeling that way, maybe the players would too. I could've dragged it out for a little longer with more rooms, but it had to stop at some point.
Feels like we can brainstorm some more groupie scenes for the epilogue but mostly everyone got their screen time and the story reached a decent enough ending, just that the epilogue itself could start another whole new slice of life family fun game itself, and can't help but feel a bit rush after we get to know to love all the cast you createdThat's exactly the reason I stopped it where I did.
I know many of you guessed who was orchestrating the whole game but I was keeping a naive view when I was playing the game, not overthinking. For Boxed-In the whole excitement was in the mystery of what will be the challenge in the next room and who are the real masterminds. The unknowns really added to the excitement.Yeah, I just meant "new room, new challenge, different combination of participants > complete it, go through a door > new room, new challenge, different combination of participants..." There's only so long that can go on for without feeling a bit old. Once you get out of there as the truth is revealed (or any escape happens, perhaps, if it had gone down differently?) you've moved away from the premise of the game, so I feel it's right to not have much content there except what we got to wrap things up.
I get what you say about potential, but I think that potential was for after the box, which would pretty much be a different game, and would need new story, unless it was just to be a series of storyless scenes one after another. S&P doesn't have those constraints, so it sort of feels like that potential you speak about is being realised here instead (it's just that it's obviously a different set of characters and circumstances!).