I do not want to rain on anyone's parade, but I am kind of concerned about the future content and the gameplay time to new content time ratio.
The mutual exclusivity of scenes has already been increasing over time and now on day 10 we have a 3 route split (Oki, Araceli and neither) on top of a 2 route split (sonams party or Tanya new challenge) with an uncertain other 3 way split (the 3 door events)
In a paradoxical way the game is becoming more linear by splitting up into these girlfriend routes and it basically incentivizes not playing and waiting until all content is out, so that you do not have to go back a few days per route to swap the girlfriend.
This basically feels like you are tylering yourself.
I miss the clever ways in which you could maneuver to get multiple scenes or the ways in which you could circumvent some consequences by doing something else.
Day 9 was already kind of a warning sign because it had tons of purely negative consequences for having fun in the earlier game and even 2 mutually exclusive scenes out of 3. The rest of it was probably setup for some future stuff.
I really love the game, but it feels like it is becoming more of a restrictive visual novel instead of having this puzzle game freedom.
Hi, thanks for playing and for the feedback. let me try to address your concerns as best i can. so to start with, you are no doubt correct that each installment takes longer to produce than the last. with maybe an exception or two, this has always been the case though. making a day takes a lot of work, even the simplest day, and when i reach the end of development on one, i generally need to take a break from day building. So I tend to focus on other elements for a while. This is the time where i have built things like the animation mode and the store.
Let me try to address your broader point regarding events and specifically the girlfriends. fundamentally, this is a game of consequences. consequences does not mean negative consequences, it means that there is a chain of cause and effect. The event system becomes pointless if A- all roads lead to the same outcome, or B- the choices given to the player are not difficult to make. It's meant to be a difficult decision to become oki or araceli's boyfriend.
here is how i try to approach these event splits: When i have an idea that i think is cool or fun that would be the result of an event, i then ask myself, how can i make the opposite also fun/interesting? if i come to the conclusion that Karli painting a picture of Grant leads to them having sex on day 5, i ask myself how i can make it interesting if that DOESN'T happen? How can I make day 5 fun if that event didn't happen? The answer that i came up with, was that you could potentially body paint with Tanya. On day 9, are there purely negative consequences? or maybe are there interesting things to come, regardless of how things played out?
Let me be clear, if i didn't make events have different outcomes, there would simply be less content. a world in which these events did not split off story lines would not be a world in which you suddenly had access to 7 scenes on day 10. it would be a world in which probably only 2 scenes existed on day 10 period. The sex scene with araceli on day 6 only exists at all because i had the idea to branch the story with araceli. initially day 6 only had the scene with shontel.
i think i am probably fighting a losing battle against human psychology because i want people to be excited for a new day, so i post a teaser that hints at a lot of the content. but ultimately, because people see all the possibilities, they just end up disappointed with the things they did not get.
i can't tell you how to play the game, whether you should wait til it's all done or not, all i can tell you is my intention with how i am making it. i want your decisions to matter, and i want them to lead to interesting outcomes. i want your play through to be different than the next guys and for you to experience different things from him.
Take care