3.50 star(s) 14 Votes

DarkDaemonX

Engaged Member
Mar 31, 2020
2,961
3,477
422
Lie ton of progress is the scripts which are saved in the game... decompile the game and you got most of your game back. Just have to remake the character models. So I don't believe these excuses for a moment.
Exactly, and that can be done pretty fast, as he already has the design to compare it to, he just doesn't want to admit he just doesn't want to continue the game anymore, because he gets less attention from that.
 

malaac2025

Well-Known Member
Mar 17, 2024
1,339
1,174
300
Exactly, and that can be done pretty fast, as he already has the design to compare it to, he just doesn't want to admit he just doesn't want to continue the game anymore, because he gets less attention from that.
Yep a lying developer that you can NEVER trust to finish anything. Milk it for as much as he can get from it.. than drop it. Too many asshole developers like this anymore. I just went through my playing games directory and I deleted well over 35+ games all abandoned. You have to be an idiot to support most any developers on Patreon... developers like this have ruined it for the actual ones trying to succeed but I can't go wasting my money on developers like this so most get no money from me I am not that stupid...

If he was serious he would of started wrapping up the story and in a 2 or 3 updates game could of been closed with an ending.. nope he is not a real developer and got bored and just dropped it making a very fake reason.
 
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kitsunedawn

Member
Aug 17, 2017
158
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279
I hate to say this, but personally, I saw this coming.

Harem type games like this, are notoriously difficult to complete. At first, from the developer's point of view, it's easy. You create a general story, and then can introduce various characters along the way that expand on the story, and generally work toward a common ending that brings all the character stories together.

Where things start being difficult is two fold. First, how many characters you introduce to the story, and the method you have of unlocking or progressing the story, introducing each of the events as they come along.

The easiest method, if your overall story is robust enough, is just to introduce characters and not have interactions locked behind a "grind wall". Kinda like how Crimson High does things. There's no prerequisites to that story, no point requirement (love/attraction) for each character to be introduced. The story flows, and each character that's introduced, meshes well with the story.

Even if you use a system where players need to reach a certain point goal to unlock a scene with certain points levels being required to see special "events" with the characters in the Harem, that's not going to be overly taxing on players; so long as all that's required is meeting that specific point goal for the one character. For all its faults, Lessons In Love generally follows that system, without requiring "outside" requirements as well. Meaning the interaction in question, though it may involve 2 or more characters, doesn't require the player to have more than one of the characters at the required level to unlock those scenes.

When I first saw this game here, three short years ago, I could already see problems developing with it. The game seemed to parallel Lessons in Love in style, and to some degree story. However, the developer included with the game, a new "take" on the established way of doing things. (to be fair innovation in game development is not always a bad thing) While a point requirement existed for each of the characters as was seen in other games, the developer introduced something that made it very difficult for the player to progress. Specifically, the requirement of having more than 2 characters at the same general level to unlock a given event. This resulted in players needing to keep a tab open with the wiki, or a walkthrough open, so they would know exactly who to visit and when, in order to see new events. Without that, the player could expect to be repeating the same rotating cycle with the characters, in the hopes of seeing something new. With games like this, that being "visit, sleep, repeat".
 
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Azope

Member
Jul 26, 2017
487
237
319
Fucking sucks why is it every fucking game that has a interesting story that we want to actually see the ending to gets fucking ended? This one had a very intriguing story and than just canceled. Yeah canceled I can't believe anyone would not have some sort of backup. Also a lot of the game is able to be decompiled now with the scripts that make up the majority of the game. So no backup not a good excuse.

This is why I have pretty much stopped supporting any Patreon too much milking and never completing games.

It's really bad when you can only name a few devs/studios that actually have finished games that you could actually support.

1. Flex Media
2. The Coder
3. Pink Mochi Dango
4. Lightning Rooster Productions
5. Cursed Atelier

The only few I know that have completed games or will complete it. So shows that most people really are stupid to support Patreon when very few ever finish a single game.
I mean more that this exist it just people only know some but overall i think around 15% of patreon game maker could be trust
 

Astro255x

New Member
Oct 22, 2025
6
4
3
If one is looking for an alternative to this game which centers around magick and the use of Koikatsu, you could check out Bratty Witch Betty and The Introvert Witch. Both are completed and done entirely without funding.
 

apexslide

Newbie
Jun 15, 2019
88
145
207
I hate to say this, but personally, I saw this coming.

Harem type games like this, are notoriously difficult to complete. At first, from the developer's point of view, it's easy. You create a general story, and then can introduce various characters along the way that expand on the story, and generally work toward a common ending that brings all the character stories together.

Where things start being difficult is two fold. First, how many characters you introduce to the story, and the method you have of unlocking or progressing the story, introducing each of the events as they come along.

The easiest method, if your overall story is robust enough, is just to introduce characters and not have interactions locked behind a "grind wall". Kinda like how Crimson High does things. There's no prerequisites to that story, no point requirement (love/attraction) for each character to be introduced. The story flows, and each character that's introduced, meshes well with the story.

Even if you use a system where players need to reach a certain point goal to unlock a scene with certain points levels being required to see special "events" with the characters in the Harem, that's not going to be overly taxing on players; so long as all that's required is meeting that specific point goal for the one character. For all its faults, Lessons In Love generally follows that system, without requiring "outside" requirements as well. Meaning the interaction in question, though it may involve 2 or more characters, doesn't require the player to have more than one of the characters at the required level to unlock those scenes.

When I first saw this game here, three short years ago, I could already see problems developing with it. The game seemed to parallel Lessons in Love in style, and to some degree story. However, the developer included with the game, a new "take" on the established way of doing things. (to be fair innovation in game development is not always a bad thing) While a point requirement existed for each of the characters as was seen in other games, the developer introduced something that made it very difficult for the player to progress. Specifically, the requirement of having more than 2 characters at the same general level to unlock a given event. This resulted in players needing to keep a tab open with the wiki, or a walkthrough open, so they would know exactly who to visit and when, in order to see new events. Without that, the player could expect to be repeating the same rotating cycle with the characters, in the hopes of seeing something new. With games like this, that being "visit, sleep, repeat".
I agree somewhat. Personally, Sandbox games are in general an absolute clusterfuck without a guide, and most don't have the correct triggers in place so you could accidentally trigger something that's meant to come later.
If you do a harem-type game, you should keep it linear, that way you control the narrative and it reads like a book with little detail lost. You save time on programming as well.

Using LiL as an example basically hits the nail on the head with the majority. I've stumbled through LiL so much that my save file has actually broken down twice because of it. Last count it was at 2k+ days because I'm literally going through every option once a day trying to trigger the next event, and have missed out on content I didn't even know about until later because of it. Then there's the notorious "Soap Lock" you can trap yourself in, which I don't even know if that's been lifted because I just modified my save to lift it.

A good semi-sandbox but ultimately linear vn would be Out of Touch. The "sandbox" isn't really a sandbox, just every so often you can explore different places and trigger extra scenes, but the main scene that continues the story is always indicated. Something like that is far easier to program, and takes far less time to make. Even amateurs can do it.

If I were to make a Sandbox VN of my own, I'd have an in-built guide to it at the very least, or do what Dissonance does and have the option to choose between Sandbox and Linear.
 

shmurfer

Engaged Member
Dec 29, 2019
3,305
5,305
688
Then there's the notorious "Soap Lock" you can trap yourself in, which I don't even know if that's been lifted because I just modified my save to lift it.
You can get rid of the shampoo at the next reset puzzle. You would have been forced to keep the shampoo for a year if you were playing update to update.

There was a little bit of funny dialogue if you committed to it.
 

kitsunedawn

Member
Aug 17, 2017
158
230
279
I agree somewhat. Personally, Sandbox games are in general an absolute clusterfuck without a guide, and most don't have the correct triggers in place so you could accidentally trigger something that's meant to come later.
If you do a harem-type game, you should keep it linear, that way you control the narrative and it reads like a book with little detail lost. You save time on programming as well.

Using LiL as an example basically hits the nail on the head with the majority. I've stumbled through LiL so much that my save file has actually broken down twice because of it. Last count it was at 2k+ days because I'm literally going through every option once a day trying to trigger the next event, and have missed out on content I didn't even know about until later because of it. Then there's the notorious "Soap Lock" you can trap yourself in, which I don't even know if that's been lifted because I just modified my save to lift it.

A good semi-sandbox but ultimately linear vn would be Out of Touch. The "sandbox" isn't really a sandbox, just every so often you can explore different places and trigger extra scenes, but the main scene that continues the story is always indicated. Something like that is far easier to program, and takes far less time to make. Even amateurs can do it.

If I were to make a Sandbox VN of my own, I'd have an in-built guide to it at the very least, or do what Dissonance does and have the option to choose between Sandbox and Linear.

Crimson High, thus far, is one of the best Harem style VN's I've seen personally.
 

Noob Gamer 109

New Member
Jul 7, 2025
8
12
29
Yoooooo it's abandoned? Too bad. Not even joking, that actually sucks. Another one bites the dust. There are more good renpy games that are abandoned or don't have enough support than there is enough finished renpy games that also have good follower base. This game tho kinda did deserve it in some part, it had one of the most ridiculous grinding I ever encountered
 
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Spammmy509

New Member
Apr 11, 2025
1
1
54
Since the walkthrough was egregiously outdated and the project's now abandoned, I decided to finish it for the Dev. Merry Christmas everyone
 
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tacosnap123

Well-Known Member
Mar 3, 2018
1,019
271
284
If one is looking for an alternative to this game which centers around magick and the use of Koikatsu, you could check out Bratty Witch Betty and The Introvert Witch. Both are completed and done entirely without funding.
endara chronicles the apothecary gets my vote sadky the dev had health issues so progress is halted but they story is good
 

tacosnap123

Well-Known Member
Mar 3, 2018
1,019
271
284
wait when did this get abandond didnt it have an update a month or two ago or did did the dev say he droped the project?
 

scottwolf14

Member
Jun 2, 2018
133
132
121
Reforging the game through a previous version would not be feasible. Not without the source code which is probably why continuing it is not possible. Even if it were reverse engineered, as far as I understand it the developer does not have a good computer to continue this project. Shame really but what is missing most crucially are the character cards used for posing the original scenes. Sure it is just pngs to us but as far as I understand it, you have to when using Koitatsu edit and individually place everything. If it were ever remade, it would have to be done from scratch which even with this version for reference, would take several weeks to even catch up. Your time would be better off starting a new project or moving on. Even if backing up your projects are very standard regardless of coding experience, I do not know if the developer had enough space or if the very backup itself corrupted before or after the crash. I still wish the developer the best of luck and a Merry Christmas. Whatever their choice may be.
 

shmurfer

Engaged Member
Dec 29, 2019
3,305
5,305
688
Reforging the game through a previous version would not be feasible. Not without the source code which is probably why continuing it is not possible. Even if it were reverse engineered, as far as I understand it the developer does not have a good computer to continue this project. Shame really but what is missing most crucially are the character cards used for posing the original scenes. Sure it is just pngs to us but as far as I understand it, you have to when using Koitatsu edit and individually place everything. If it were ever remade, it would have to be done from scratch which even with this version for reference, would take several weeks to even catch up. Your time would be better off starting a new project or moving on. Even if backing up your projects are very standard regardless of coding experience, I do not know if the developer had enough space or if the very backup itself corrupted before or after the crash. I still wish the developer the best of luck and a Merry Christmas. Whatever their choice may be.
Source code is easy to get back to in renpy by using a previous version. It's the characters and how you might have set up rooms if you built anything custom (which to be frank, they barely did) in charastudio that he lost.

It'd be a lot of effort for something that wasn't that successful in the first place.
 

scottwolf14

Member
Jun 2, 2018
133
132
121
Source code is easy to get back to in renpy by using a previous version. It's the characters and how you might have set up rooms if you built anything custom (which to be frank, they barely did) in charastudio that he lost.

It'd be a lot of effort for something that wasn't that successful in the first place.
A game that was somewhat flawed in how you're supposed to progress. Not as bad as other Ren'py games I've played but there is a hurdle of having a bit of foresight and knowledge from the wiki to get through certain events. But the biggest loss even if the source code could be restored, would be the character cards. Without them the game would no longer be able to have new scenes with the cast. Remaking them from scratch would take too long no less without a working computer to re-start development.
 
3.50 star(s) 14 Votes