PS: When you say that the writing is poor, do you mean the dialogues or the story? Or just both in general!
Again thanks a lot, this will surely help in improving the game!
- Diky
A little bit of both. The plot set-up is very basic and lacking. A young man loses his father, his father is the head of a company, the young man must learn how to run his father's business. A mysterious benefactor who may have ulterior motives has promised to help him. That is a pretty standard set-up in fiction. A lot of the prologue seems to be attempts at snarky dialogue that fall flat because the wording is awkward. (I'm guessing English isn't your first language.) So the prologue feels like a waste because we aren't given much information, but lots of awkward attempts at humor.
There is a second-person narrator during the prologue. There is also a first-person narrator providing the "In Mind" narration. This is a perfectly fine way of mixing narrations. However, I wonder if the second-person narration, which I'm assuming is the much older and experienced MC, is necessary because it has been used so little. If this is a story that's being told about the past, then you should probably use it during the character events to provide more intrigue and to create set-ups and payoffs. For example, when seeing Dana doing yoga, the second-person narrator could say something like
In Mind: "Gosh! Just look at those tits."
In Mind: "I have heard people talk about heaven and I bet It must look like this."
Narrator: "Unfortunately, in order to reach heaven, you must die first. And my attempts to get closer to those tits nearly cost me my life." (or something like that, I don't know what you have planned
)
It would help with the character arc for the MC that you are trying to build. He just seems like a horny loser right now, so input from the second-person narrator will help the audience tolerate his juvenile behavior because there's an implicit promise that he will improve. I think that could help reduce a lot of the cringe that some of the dialogue causes.
Additionally, you might want to consider adding some indicator of unseen events or a notification when all events for a character have been seen. The quickest way to make an open world game a tedious experience is to allow the player to click around aimlessly in the hopes of finding unseen events, especially if there is no more new content.
Anyway, I hope that's helpful. I'm simply a meat popsicle, so don't take it too hard if you disagree. Your game is absolutely beautiful so I'll keep checking back. You've obviously put a lot of work into it. Good luck!