Cool game, but I think it would be better if there was an emphasis on the plot than on the mechanics of the game, there would be less work on setting up the code. I liked how it was in the prologue when there is only an answer option and from this the plot moves on. So every week, the repetitive actions with the characters get a little bored with the monotony and only new events want to reach them and pass as a moment with a bachelorette party.
Hey! Thanks so much for the feedback
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I understand some people would rather prefer a traditional, linear Visual Novel, due to how convoluted mechanics can get.
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I can assure you that I'm not after a feature creep where there are new mechanics with each update. I just want to make a definitive femdom game in which (in time) exploration and the immersion is highlighted to accommodate various stories tied to an overarching plot. That is why the affinity paths, in a way, are episodic and consist of "Acts." I can see the mundaneness of repetitive content but instead of tying repetition to a gallery mode, I thought this way it could make the scenes easier to access as well as passively granting stats/coins/etc. The problem is that with each added content, it is hard to discern for the player if they got less or more content because of how the censorship in The Void of Deviance works. There are tasks/options/etc. that are not even visible if you block its variable (gore/scat/cuckold and so on). For a while, my focus will be on structuring the game horizontally, by which I mean adding major content to existing characters. After the game has a solid content basis, I will focus on continuing the main story while adding minor amount of content here and there to gradually enrich the game's core without adding further new mechanics.
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Thanks for the feedback, again! It really helps
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