For not american's speakers, what do you mean with "42" ?Diana is actually 42 and catfished Brian. You cannot convince me otherwise.
He's saying that the creator drew her in a way that she looks far older than she is. I disagree with that sentiment.For not american's speakers, what do you mean with "42" ?
I agree, these kind of games are always interesting making “good“ choices.Personally, I have to say that this game has a huge amount of potential and that if the dev can maintain consistent drops, he might have a winner on his hands.
the money should motivate him hopefully, I just saw the monthly $ go from like $60-80 to 230+ on release haha. Definitely deserves lot of subscriptions if he can keep up the good work. The story and writing is engagingPersonally, I have to say that this game has a huge amount of potential and that if the dev can maintain consistent drops, he might have a winner on his hands.
This is what I expected the flash-backs to do. Rather than "failing" or not, which doesn't make any sense, that choices made in flashbacks would further define each character's current personality, outlook & relationship dynamic, to be used in future plot-turns. A way of allowing the user to craft the characters to the unfolding story & what their current natural reactions might be, based on that user-defined history. That would be a more useful design choice if you reimplement the game to that effect.If, for example, the different options affected the relationship of the couple, then this would be a useful scene for the story. But as it is? Either just give us the background of how they got together, or simply leave it as 'they met when she was a stewardess and got married'.
I'm not sure we disagree? I would love it if the choices provided in the flashback changed the present-day characters. But all the choices *except* the 'correct' option instead take you to game over. So.... why have choices at all? I assume it is because players complain when there aren't choices present, but when the decision is taken from the player regardless, it just feels like a cheap gimmick.This is what I expected the flash-backs to do. Rather than "failing" or not, which doesn't make any sense, that choices made in flashbacks would further define each character's current personality, outlook & relationship dynamic, to be used in future plot-turns. A way of allowing the user to craft the characters to the unfolding story & what their current natural reactions might be, based on that user-defined history. That would be a more useful design choice if you reimplement the game to that effect.
We don't disagree at all. I think you're misreading me there. I was just backing up that statement. I think there should be choices, definitely, since these sort of games get tedious & boring without them (VNs are all about personal agency) but that the flashback choices should serve a more well-designed purpose that adds to the game & makes sense within the current timeline. The flashbacks can be a great addition when utilized properly in game design.I'm not sure we disagree? I would love it if the choices provided in the flashback changed the present-day characters. But all the choices *except* the 'correct' option instead take you to game over. So.... why have choices at all? I assume it is because players complain when there aren't choices present, but when the decision is taken from the player regardless, it just feels like a cheap gimmick.
Haha, sorry, I'm used to reddit where the only reason someone responds to you is to tell you how wrong you are lol.We don't disagree at all. I think you're misreading me there. I was just backing up that statement. I think there should be choices, definitely, since these sort of games get tedious & boring without them (VNs are all about personal agency) but that the flashback choices should serve a more well-designed purpose that adds to the game & makes sense within the current timeline. The flashbacks can be a great addition when utilized properly in game design.