Okey, so finding this game was from the maker of Melody gave my high hopes. The renders are fo course beautiful but I'm going through the prologue writing this and the only thing I can think of is a)does the writer/maker has any idea how people act in the real world? b) If this is supposed to tell a coherent story instead of a fuckfest (as pointed by the amount of text) why nothing makes any sense
a) inviting someone to live with you after meeting them for 5 minutes based on crossing eyes on a stripclub is absolutely nuts and the biggest redflag in the story of relationships. What the fuck (somehow the relationship survives 5 years tho)
b)Ashley acting like a stepmother after one day being there, wtf
c) girl (9) tries to kiss the boy (11) and he doesn't want, and everyone laughs, and she's worryingly clingy haha i guess? And 5 years later, when the girl is 14 and the boy 16, so, you know, old enough that they're supposed to have a basic idea of being a functional human being, the girl is still trying to kiss the boy against his will "hi hi hi" and the boy ends up kissing her "telling you how I really feel" in a mix of highschool romance, primary school awareness of social clues and children behavior. Just all around weird
d) And 9 years later, of no contact, like a fucking psycho, the girl drags the MC under false pretense to try and help her bussiness. She knows the MC just lost his job, she knows he needs to pay hsi part of the mortgage and she still lies to him about good pay and little work to make him take a trip to try and save her falling bussiness. And suddenly when the MC gets obviously mad about it now she is "oh, i actually have some contacts i could call" and they have to tell her that serving microwaved frozen food is bad for an hotel and then plan to get a guy with no kitchen experience be the cook
e) Did i also mentioned that this falling hotel thats the premise of the setting only caters to women?
But the problem with all this is the that this game is increadible text-heavy with a lot of filler information and small-talk dialogue that highlights this problems. Text-heavy is good if you manage to make the readers deeply inmersed in the story/world, small talk is great to flesh out believable characters
But when the story and the world makes no sense, filler information only gives you more time to see this fallings, and when characters make no sense the less you care about the character as you've broken suspension of disbelief
Also, choices are weird. If you compliment someone and then act "yeah, it's the truth" is neutral, but if you compliment and try to backtrack (try, because you don't get two words out) its a +1. Also you get points for doing or not doing things the character doesn't know about?
Renders are really nice tho?