Reviewing v0.2a.
100% Storyline Completion
1000 Love - 1000 Trust All LIs
When the tech demo that was v0.1 was released, I knew that this game was one to keep on my watchlist. The aspirations of the Dev team for this title were epic and it was either going to be one hell of a game or one hell of a dumpster fire. There really wasn't a way for it to be anything in between.
It is impossible to review this game without acknowledging its roots. Based on / Inspired by / whatever you want to call it - Oni's Rouge-like: Evolution. As a very addictive trainer, the plot of that game is a little thin. TNH takes that basic premise and not just develops a plot around it but expands upon it in a way that opens new possibilities.
TL;DR Version: I love it and I'm going to pick it apart because I know the Devs want feedback.
Game Play - 4.5/5
The game play still follows the same sort of daily loop as one would expect, but with a vastly improved GUI to do so. There is enough variety of activities that despite having many grindy spots at times it never feels boring. The new coupled game mechanics of trust and love are a neat balance, especially with the choice being available not to pursue a romantic relationship with any of the girls. In a perfect world there would be even more conversation choices based on these stats and their relative values, but that's asking a lot for an initial release.
The in-game tutorial is also incredibly clever. Rather than just relying on a hint box (which would still be nice in places), it is delivered as exposition by none other than Nightcrawler. The way it is delivered really gives the tutorial the feeling of Freshman Orientation instead of a tutorial level.
The biggest weakness here is the ambitious nature of the design the devs have selected. While I love the phone interface idea, getting to the different menus can be really click heavy without the payoff. Likewise, some of the other menus (such as clothing and emotional state) have entire trees of choices with related symbols but no clear explanation. You can fumble through these for the most part, but it definitely needs a little more introduction. (Kurt, get on it!)
Here I would have liked to see something akin to Calisto's chat, or at least more content on their in-universe social media Hum Hum. While this lacking isn't enough to ruin the game, it just feels like a missed opportunity for the moment.
Story - 4.9/5
Starting with the initial premise, the Devs have developed a much more rich backstory to the MC, code name "Null". While all of the background choices only make mild changes to a few conversations and the like, it is a good way to start off on a project like this. Additionally, each of the current LIs have their own background and challenges they are facing some of which only becomes revealed as you earn their love and trust to get them to open up to you.
What I love here is that each of the stories actually makes sense for the respective LIs and colors their interactions with the MC. The overarching plot, however, is a bit light. In a typical porn game this would hardly be worth mentioning, however here they actually have the seeds of a really interesting storyline.
Here I would say that the biggest weakness is that the Devs are victims of their own success. They have created a compelling story, but they haven't nearly mined it as well as they could. This is something that could be easily expanded on though and I rather suspect it was less of an oversight and more of a choice to get a strong working game out to us, the hungry masses.
Artwork 5/5
I am still not entirely sold on the art design, but I recognize this is simply because it is different from what I've been playing for so long. Everything from the background pieces to the clothing to the girls themselves is expertly rendered. There is even a feature which can be toggled which adds the comic book effect.
The clothing really stands out here. With the higher resolution image files, the devs have the ability to really expand on the available clothing options for the girls. They use this to great effect, including a number of choices ranging from casual to cute to sexy.
This lends well to the various undressing scenes where different styles of bra, for example, will be 'lifted up' differently. Its the little things like that which really elevate the art here.
The Spicy Stuff 4.8/5
Early on, its quite the slow burn. Many of the sex options are only unlocked by progressing the main storyline as well as completing the individual storylines for each girl. This only really stands out when you wind up with early makeout sessions which can go nowhere or don't allow for the possibility of both parties to finish.
The payoff is worth it though, as once the choices begin unlocking there are quite the selection available. Too many, in fact, because the organization of them is not nearly intuitive enough. This leads to situations where you are trying to do multiple things (which is a great feature) but some of them are not possible in the position you are currently in. Some of these would be obvious (you can't really lick Rogue's pussy and kiss her mouth at the same time), while others are simply limitations due to current artwork. (One option of rubbing a girl's pussy is only while standing, IIRC).
That really is the weakness here. The early release nature of this version means that some features haven't been fully fleshed out or tuned. Another example here is the remote control vibrator which is supposedly controlled by your phone - but there is never an app added to the phone for it. Yeah, not a game breaker but I'm nitpicking here.
Coding - 6/5
You are going to find bugs in a day 1 release. This is just the way it is and it isn't the fault of the Devs, who are already taking notes and working on the bug patch. However, having encountered a few of these bugs myself, I took the opportunity to peek under the hood and take a look at how the code was structured for this game.
When trying to code something this ambitious, it would have been very easy for the code to transmute itself into a giant bowl of spaghetti. Different variables assigned in different places for the same thing, convoluted functions, you name it. That simply isn't the case with TNH.
Essentially everything is coded in a clean, modular manner which makes the code significantly easier to parse and understand. The extra groundwork makes a huge difference for an in-development game because it allows for new features to be implemented with minimal effort. Clothing choices, for example, are just a handful of images and a few lines of code. Conversations, personalities, the works can all be expanded on individually without breaking the rest of the game in the process.
This is incredibly promising. First, it means that the Devs are actually taking their time and thinking through their coding choices. They are applying forward thinking which is going to help keep them from hitting major delays in future updates, or at least as many of them. And they are considering the modding community and how they might bring things to the table. I could absolutely see a Modder starting an extensive costume mod and I could see some of these resulting in a fusion where old mods become new features.
CONCLUSIONS
If you are a fan of Oni's Roguelike: Evolution, or even just the X-Men Franchise, you should check this game out. The Dev team are clearly passionate about this project and that shows.