- Jun 11, 2018
- 148
- 348
Something that hasn't helped is that we've had further story advancement seeded for a while now, but it hasn't happened yet. So things like a second date with your assistant, updated hallway conversations with some of the girls, advancement for Priti, D&D, Ms. Chang, visiting Ms. Newman at home, the former headmaster plot, the nudist area at the lake, the cafeteria, etc. It tends to make the game feel lower on content because you keep getting told "this is coming soon!" And the longer it stay in "coming soon", the less it feels like it's going to be addressed. Diving deep into one character's story also tends to make things feel like they're moving too quickly (which contributes to feeling short) and gives them attention in the future because we've seen so much of them already.finished v11 beta and liked it, story progressed well for Cassandra and Debbie, renders are very good, punishment system good, almost everything in general good, wait almost? yes and reason is the feeling when playing, it seems short by the way that the focus was distributed in this update.
There is a game called Fashion Monica Business, which makes small updates every 45/60 days, but with the content separated into small evolutions for several routes, which gives a feeling of greater content and a greater evolution in the story, if you take it the entire game to play, The Headmaster is excellent, but this update felt more of the same, different from the last ones, the focus on Cassandra was great, don't get me wrong, but when looking around, it seemed empty you know? well I don't know it might just be a bad feeling.
My suggestion would be to go for more breadth and less depth in future updates. Sure, write up the ideas now when they come to mind, but advance several storylines by one step rather than one by multiple steps. That's not even to say that, like with writing, you can't do some of that work now if it's easier, but then hold it back so you can include more content in the future.