The Queen of Phalli is easily one of the best Female Protag games on this site.
The first thing that caught my eye in this game was the dialogue. When writing good dialogue, it is important that it complies with a few basic rules, such as the presence of subtext, a good amount of conflict, etc. Good dialogue shouldn't be idle. By which I mean, dialogue should always serve some kind of purpose. It can be a comedic. It can be building tension. And most importantly it can be (and should be) conveying some kind of information to the reader. However, it is very important to convey said information in a very subtle way, so that the reader doesn't feel that it's being dumped on them. It should never feel like one character is just giving a speech to the other. And in addition to all that (of course, I understand, that it's easier said than done) the dialogue should never be boring.
And the writer ticked every single one of those boxes and more! For an amateur writer, they did an amazing job.
Now, I really don't want to criticize too much, but the one thing that could improve the dialogue even further is interruptions. Whether it's one character (or an event) interrupting another or a character stopping mid-sentence because they changed their mid, interruptions can make any dialogue more intense, more emotional and more alive. Don't overuse them, but sprinkle just the right amount of them on your dialogue to make it even better.
The same goes for hesitations (I'm talking about filler words like "erm", "um", "er", "ah", "so", etc.). It feels a lot more organic when a timid character is not sure what to say and has to take a split second to think. Or at the end of an argument when one of the characters begins to doubt their own words. There are many uses for hesitations, however, just like with interruptions, they should never be overused.
Now, on to the main plot. The storytelling in this game is very straightforward. The protagonist has a very specific goal in mind and is moving towards that goal while the writer throws all kinds of obstacles in their way. Very well done.
The descriptions of character appearances and their surroundings are laconic, yet they do not feel like they are lacking. The writer gives just the right amount of detail so that the reader could easily picture everything in their head, without dragging it out and making it boring.
The characters themselves are also written in a very commendable way. Most of them have some kind of damage (emotional or otherwise) in their past, which enables them to grow and develop in a very organic way. Healthy, well-adjusted adults are just plain boring, and I was very pleased to see that the writer understands that.
Overall, the game is amazing in every respect, and you should definitely give it a read.
The first thing that caught my eye in this game was the dialogue. When writing good dialogue, it is important that it complies with a few basic rules, such as the presence of subtext, a good amount of conflict, etc. Good dialogue shouldn't be idle. By which I mean, dialogue should always serve some kind of purpose. It can be a comedic. It can be building tension. And most importantly it can be (and should be) conveying some kind of information to the reader. However, it is very important to convey said information in a very subtle way, so that the reader doesn't feel that it's being dumped on them. It should never feel like one character is just giving a speech to the other. And in addition to all that (of course, I understand, that it's easier said than done) the dialogue should never be boring.
And the writer ticked every single one of those boxes and more! For an amateur writer, they did an amazing job.
Now, I really don't want to criticize too much, but the one thing that could improve the dialogue even further is interruptions. Whether it's one character (or an event) interrupting another or a character stopping mid-sentence because they changed their mid, interruptions can make any dialogue more intense, more emotional and more alive. Don't overuse them, but sprinkle just the right amount of them on your dialogue to make it even better.
The same goes for hesitations (I'm talking about filler words like "erm", "um", "er", "ah", "so", etc.). It feels a lot more organic when a timid character is not sure what to say and has to take a split second to think. Or at the end of an argument when one of the characters begins to doubt their own words. There are many uses for hesitations, however, just like with interruptions, they should never be overused.
Now, on to the main plot. The storytelling in this game is very straightforward. The protagonist has a very specific goal in mind and is moving towards that goal while the writer throws all kinds of obstacles in their way. Very well done.
The descriptions of character appearances and their surroundings are laconic, yet they do not feel like they are lacking. The writer gives just the right amount of detail so that the reader could easily picture everything in their head, without dragging it out and making it boring.
The characters themselves are also written in a very commendable way. Most of them have some kind of damage (emotional or otherwise) in their past, which enables them to grow and develop in a very organic way. Healthy, well-adjusted adults are just plain boring, and I was very pleased to see that the writer understands that.
Overall, the game is amazing in every respect, and you should definitely give it a read.