I have no doubts it will be successful. The art is there, the story is there, and Nergal is relatively very reliable recently compared to other devs. Reminds me of urban demons, bones tales manor, and some heavy NTR combined, definitely a recipe for success. Not to mention the separate c(h)uck vs chad perspectives, good for both more content and for those who don't like one or the other perspective.
It's really awesome seeing people keen for the project! I'm looking forward to it too, but also already discussed I wouldn't expect the same level of updates / commitment as the other project.I think the main thing slowing him down is probably coding and writing since Nergal seems to usually commission the art way before it ever gets into the game, like there are already stills for showering scenes for the characters in Welcome to Nicest and all the busts seem to be complete as well, with nude variants and stuff. For coding this game seems to me like it wont be as taxing as the rest since there's no sort of battle system or something like that but building everything still takes time. Plus he has to code and write for three games now which is more time consuming than one might think.
On your second point I think I misunderstood your original post, I definitely agree with you that a quicker update release would be better, I was talking about the slow progression in game and how I prefer that sort of writing style. However the slower release schedule is due ,as far as I remember, to KoS as originally TSP was receiving monthly updates, and I think Nergal slowed down as he had to focus on two games now instead of one. However, maybe now that TSP is finally getting its rebuild in the new engine finished Nergal will have more time on his hands to work on Welcome to Nicest. But, at least at first, I seriously doubt we will have consistent updates sadly. Idk gotta wait and see what he says tho and how Welcome to Nicest performs too I guess.
But I did want to take the time to answer / clarify some of the comments made here.
Update frequency:
I'm aiming for every 3-4 months updating (but NO GUARANTEES). This is why the patreon is only set to receive tips ($1 pledges) right now. There won't be any higher tiers for accessing early builds, when a build is ready, I'll drop it for public right away. If I was able to commit to more frequent updates I'd be more comfortable adding in higher tiers.
Update Content Amount:
This is hard to say, since the main source of funding for this project right now is the extra income I receive from itch.io. But what I'll be trying to achieve is having a single character focus for each build (with some characters getting minor bits of progression).
Certain characters will be faster progressions than others (most of the household progressions will be slow burn / build) while, characters like the teacher and the neighbour will be slightly quicker (require less work overall).
I wanted to avoid a scenario where it's like, 0.1 - the kissing build, 0.2 the HJ build, 0.3 the BJ build, 0.4 finally - the fuck build! It annoys me when games do it that way, so I won't be doing that myself haha.
Affect on other projects:
This project is being worked on completely in free time. It's not part of my usual 9-6, 5 day working time. And just in case that wasn't clear, it doesn't mean ALL my free time will be taken up with this. It's meant to be a fun project on the side. Basically I'm saying it will not affect my other projects. (They'll still get builds every other month as per usual)
Is this project replacing any of the other projects?
Unless this project generates serious and quick support, very unlikely. I'd definitely consider bringing this into a full time project, depending on how things are in the future though and the state of the other projects too. More than likely I see this project replacing The Solarion Project far down the line (when TSP is nearing completion)
Development Process Slow Down / Bottlenecks
Well there's two areas to touch on here. Art and game development. Art is determined solely by funding and is the biggest factor on how much content you'll see per update. And game development's biggest overhead is of course writing. Unlike my other projects there won't be many systems in play that require coding (most are done already), and once all the maps are developed it's then just planning out and writing each character's progression (for each protagonist).
Writing takes a lot of time and also takes a lot out of me too. Fortunately I've developed some tools that help in terms of making it as smooth as possible (import tools that I use for all my projects), but still can be a hefty time sink. Also because the protagonists have similar progressions (just told from different perspectives) I won't have to do much extra planning. But again, writing is the biggie here.
Sorry for the long post, just wanted to lay my thoughts out to the comments made here to give people a better idea of what to expect ^^