What elements do you think would make my cliffhangers feel more rewarding?
I’d like to understand more about what a satisfying cliffhanger looks like to you.
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I'm about to post a new public version on Monday, the 28th, featuring the very first cutscene completed by the new artist (not Luichemax; it's another one).
I don't want to spoil the surprise before Monday, but I really want to share these results, even though it's just another micro update. It's very hard to find 2D artists where I live, even harder to find one who is familiar with visual novels, and even more challenging to find one who is willing to learn how to draw for a game project. We had a lot of back-and-forth to get things working and to bring out the best in his work, and the effort is finally bearing fruit.
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I hope you all like the new art style, because it’s how the game will look from now on. I get a little embarrassed when I think about my experience with Luichemax. I rushed everything, and in the end, I felt scammed, but I learned a lot from it, so I’m grateful. Now I know how to write contracts and conduct things more professionally. The new artist has just a couple of hours of free time, but he really delivers the drawings, so the project keeps flowing. I’m happy with it.