For me, the quality of this just isn't good. Recognizing it's the dev's first project, I'm genuinely not meaning that to be harsh. Just a criticism that perhaps might shine light on tunnel-vision each of us can get when we're "too close" to something to see flaws.
For example: The menu allows for changing the text color, and even the font, so you think "Oh, sweet!" Then, you realize changing the text color does not at all affect "thoughts", but merely spoken dialog in the game. That's an easy fix, and dev hopefully reads this feedback to see and correct it. Since about 70% of the reading experience is thought vs spoken dialog, with it being all in red, it's literally impossible to read at times if you prefer a transparent dialog box as I do. In particular the scene where we are reading MC's thoughts while his sis has just laid on her red/black checker pattern bed. All red text on a mostly red and black background = can't read shit without opacity turned up enough to create a different color behind the text.
Lighting on indoor renders has that spotlight effect, where it doesn't look natural and comes off a tad distorted. I would say in general the lighting isn't very polished.
This is overly-narrated. Dev needs to find a balance between what we can infer from the visual aspects, and not always double-down on calling them out with the narrative as well. It results in unnecessary reading and breaks pacing. Especially at the beginning.
It isn't realistic that
Doesn't matter how close they are, unless there's implied history of it already going on, it's simply not believable. It's also super weird that
This gives me the impression that dev is older; we live in the modern age, fam. If anything, MC is going to
MC kinda looks like a neanderthal in the face. It might've been better to take the ol' "we're just not going to show his face" approach that many seem to favor.
Selfishly, I wish the MC's sis were bigger than a 34B and were shaven, but we can't have everything.
In the plus column:
Full suite of UI controls (if not necessarily fully functional as per the example I gave above), so you can do things like change the color of names (though, if I were dev I would program static alternating colors for each character to make them stand out more, subconsciously). You can also change font size, there's an opacity slider, and general text size.
There is music. It isn't great, but it's there. At this point, I feel like any AVN I play without it is noticeably less immersive, so having it at all is a good thing even if I don't think the tracks chosen fit the scene or mood. You can change the track playing via a control in the upper left corner, a very nice touch. I would maybe work on a better aesthetic overall for both icons atop the screen. They're a tad crude and screechy.
There is a walkthrough built-in, and you can either play a kinetic path or have choices. Love this.
There's a character sheet, which honestly not enough games seem to have. Sometimes it's very challenging to play a game, become familiar in the now (but it's not finished yet), return to it at the next update, and have completely forgotten who's who.
Dialog quality is good. English is definitely the native language here, and as a pedantic person I'm not left wanting to correct a bunch of what I'm reading. I will say again, I can tell dev is a bit older because they've chosen names nobody would go with these days like "Tony" and "Barbara".
Overall, I honestly wouldn't recommend this one. It doesn't reel you in, it doesn't build anything up, it just feels like a fantasy played out with no realistic elements. When done in this way, it's actually less satisfying than a slow-burn, because there's nothing to look forward to.
For example: The menu allows for changing the text color, and even the font, so you think "Oh, sweet!" Then, you realize changing the text color does not at all affect "thoughts", but merely spoken dialog in the game. That's an easy fix, and dev hopefully reads this feedback to see and correct it. Since about 70% of the reading experience is thought vs spoken dialog, with it being all in red, it's literally impossible to read at times if you prefer a transparent dialog box as I do. In particular the scene where we are reading MC's thoughts while his sis has just laid on her red/black checker pattern bed. All red text on a mostly red and black background = can't read shit without opacity turned up enough to create a different color behind the text.
Lighting on indoor renders has that spotlight effect, where it doesn't look natural and comes off a tad distorted. I would say in general the lighting isn't very polished.
This is overly-narrated. Dev needs to find a balance between what we can infer from the visual aspects, and not always double-down on calling them out with the narrative as well. It results in unnecessary reading and breaks pacing. Especially at the beginning.
It isn't realistic that
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MC kinda looks like a neanderthal in the face. It might've been better to take the ol' "we're just not going to show his face" approach that many seem to favor.
Selfishly, I wish the MC's sis were bigger than a 34B and were shaven, but we can't have everything.
In the plus column:
Full suite of UI controls (if not necessarily fully functional as per the example I gave above), so you can do things like change the color of names (though, if I were dev I would program static alternating colors for each character to make them stand out more, subconsciously). You can also change font size, there's an opacity slider, and general text size.
There is music. It isn't great, but it's there. At this point, I feel like any AVN I play without it is noticeably less immersive, so having it at all is a good thing even if I don't think the tracks chosen fit the scene or mood. You can change the track playing via a control in the upper left corner, a very nice touch. I would maybe work on a better aesthetic overall for both icons atop the screen. They're a tad crude and screechy.
There is a walkthrough built-in, and you can either play a kinetic path or have choices. Love this.
There's a character sheet, which honestly not enough games seem to have. Sometimes it's very challenging to play a game, become familiar in the now (but it's not finished yet), return to it at the next update, and have completely forgotten who's who.
Dialog quality is good. English is definitely the native language here, and as a pedantic person I'm not left wanting to correct a bunch of what I'm reading. I will say again, I can tell dev is a bit older because they've chosen names nobody would go with these days like "Tony" and "Barbara".
Overall, I honestly wouldn't recommend this one. It doesn't reel you in, it doesn't build anything up, it just feels like a fantasy played out with no realistic elements. When done in this way, it's actually less satisfying than a slow-burn, because there's nothing to look forward to.