4.5/5 Stars – Solid and Engaging, Steamy Content
(As of writing this review) Version 0.2 of Trap Resort is a strong game so far with its current content weaved into a sandbox style structure. It still has that similar feel to a visual novel yet follows the structure of asking for your input of where to go & when. Usually these games are bogged down with a bunch of tedious and monotonous guess work with the only imaginable intention of the dev being to draw out the gameplay length. That definitely is not the case with Trap Resort.
The attention given to the dialogue / internal monologue for all the "side content" provides a lot of witty humor that keeps you engaged, even when you're trying to find just where the next conquest is hiding.
The characters are distinct, with sharp, witty dialogue that drives the story. The art is clean and expressive, and the UI is intuitive, keeping the focus on the narrative. Choices feel like they could be driving certain encounters, and the balance of side content dialogue and main story dialogue not only gives the feel of the character's development but also the resort developing in some manner of form. For its current state, it earns a 4.5/5.
What Keeps It from 5/5?
The open-ended sandbox unfortunately can lead to repetitive side content without clear direction toward main story events. While this may not be the experience with the ultimate 1.0 official release, I feel like a tracking system would help prevent users from not experiencing all the content that is available. A few quick ideas being; A Quest Journal or Character Arc Tracker with icons for unvisited story scenes / Alternatively, a tree diagram showing completed story moments, with future content locked, or pop-up notifications guiding players to the next main event that gets enabled after too much side content scenes get repeated a preset amount of times. (I enjoyed all the witty humor and dialogue for the side scenes, but I can't imagine experiencing identical dialogue 10-15+ times while trying to discover the next story arc trigger is what the dev is going for. This would ensure the main story stands out without disrupting the sandbox feel.
Overall Trap Resort so far delivers a pretty polished experience with great characters and visuals. Easily 4.5/5 Stars taking into account that it's early in development.
(As of writing this review) Version 0.2 of Trap Resort is a strong game so far with its current content weaved into a sandbox style structure. It still has that similar feel to a visual novel yet follows the structure of asking for your input of where to go & when. Usually these games are bogged down with a bunch of tedious and monotonous guess work with the only imaginable intention of the dev being to draw out the gameplay length. That definitely is not the case with Trap Resort.
The attention given to the dialogue / internal monologue for all the "side content" provides a lot of witty humor that keeps you engaged, even when you're trying to find just where the next conquest is hiding.
The characters are distinct, with sharp, witty dialogue that drives the story. The art is clean and expressive, and the UI is intuitive, keeping the focus on the narrative. Choices feel like they could be driving certain encounters, and the balance of side content dialogue and main story dialogue not only gives the feel of the character's development but also the resort developing in some manner of form. For its current state, it earns a 4.5/5.
What Keeps It from 5/5?
The open-ended sandbox unfortunately can lead to repetitive side content without clear direction toward main story events. While this may not be the experience with the ultimate 1.0 official release, I feel like a tracking system would help prevent users from not experiencing all the content that is available. A few quick ideas being; A Quest Journal or Character Arc Tracker with icons for unvisited story scenes / Alternatively, a tree diagram showing completed story moments, with future content locked, or pop-up notifications guiding players to the next main event that gets enabled after too much side content scenes get repeated a preset amount of times. (I enjoyed all the witty humor and dialogue for the side scenes, but I can't imagine experiencing identical dialogue 10-15+ times while trying to discover the next story arc trigger is what the dev is going for. This would ensure the main story stands out without disrupting the sandbox feel.
Overall Trap Resort so far delivers a pretty polished experience with great characters and visuals. Easily 4.5/5 Stars taking into account that it's early in development.