Can we have another preview my lad?
Also, can you tell me why did you go for developing a game with (kind of a lot of) free roam, by this i mean your free roaming dictates your routes and all that, instead of a full visual novel? It FEELS much better to play when you are just going out making choices and seeing how they snowball and develop, that is why it genuine confuses me to see so many Adult VNs having this padding free roam. I think that the last update had much less open free roam (the free roam was more linear), which is ideal to me, since i enjoy the other aspects about this game WAY more. But, without further ado, is the "open world" free roaming coming back or should we expect the more linear kind from now on?
These are very interesting questions, I will try to answer them as best I can.
So let's start with the easiest one:
I'll post a preview here as soon as I've made one that doesn't spoil too much and that raises a maximum of questions and surprises.
Then about the free roaming:
The game is in development, as much for its end as for its beginning.
What I mean is that I intend to come back and add game content on past periods.
But I prefer to go on with the story than to add content in the beginning of it :
I'm already one of the slowest developers on this site, so I'll do that in a second time.
My goal is to create a game as I would enjoy it as a player:
1) - To give the player the maximum impression of choosing his adventure, to avoid that he asks himself the question "I wish I could have done that instead".
2) - Choices whose consequences only appear hours later.
3) - Actions that serve absolutely no purpose other than to immerse you in a different universe.
4) - A developed story with characters having their own personalities (even if I savagely copy Sei Shoujo for many of them), with twists, uncomfortable and guilt-ridden moments.
5) - Many different logical endings.
Personally I have a lot of trouble with games where the free roaming is too heavy, that you go through empty rooms and that you click everywhere hoping to find the right NPC that will give you the information to continue the story.
(While I love Larry, Guybrush and...Monokuma, I'm a complex person... or I'm just stupid.)
I also didn't put any mini-game to increase the player's stats by doing the same action a hundred times...
I would like to have a long life for my game but not like this.
(I've already made enough people rage-quit with the introduction to spells. I leave it like that, it's my way of saying:
"this is not a game where you'll go from one image to another by hitting the Ctrl key. You'll have to read, think or change to another game.")
So to, finally, answer your last question:
I'm currently concentrating on the development of the different routes, with choices of how to realize them of course but without "open world free roaming".
BUT I will add more once the story is finished.
Let's just say that it's not my priority while remaining an aspect of the game that I want to offer to enrich it.
...and then, there's the game' s rhythm too :
Going from a lot of confusing choices at the beginning of the game to only two in a critical situation... it has its little effect.