Thank you so much for your kind words and the feedback.
I agree that there's a lot of fetching, although if you had to skip the dialogues, then the culprit might be the story. Do you have any suggestions for different quest designs?
We started work on 0.5 on the 21st of Feb, which makes it 4 months and a half of dev time and not six (to be fair we're not done yet, even though I have my eyes glued to the screen to make sure it doesn't reach 6). But to your question, this is certainly longer than our previous releases. Do we want this duration to be the new normal? Absolutely not. Did we plan for it to take this long? No. After 0.4, our plan was to try to do stories using 2 quests rather than 3 to shorten the release cycle, but 0.5 happened to be about the main story and not a side-quest character. That meant that we couldn't just do two loosely-linked quests and finish it, but had to tell a story that made sense given what went on in the past and set up the events of the next part of the main story. Now 0.5 will still finish with a cliff-hanger (not literally this time), but at least the events of the update have a satisfactory end (in my opinion, at least).
And feel free to ask any other questions. I'll answer them the best I can.
A few points:
- Had we not used Patreon to support the development, we would probably have done 0.2 by now but, in all likelihood, would still be working on 0.3. You may think that that's okay, but we did what was best for the game, not knowing that it will have any success, but hoping it will give us enough income so that at least one of us could work on it full-time. It did a lot more than that, and thanks to Patreon, we have both been developing content for WaL since last May.
- I won't speak ill of other devs, since aside from not knowing enough about them to pass judgment about their approach, I have seen how difficult it is to develop games. But in general, when I hear the term milking, I think of a project that doesn't have much content actually planned, and its developers put a minimum amount of work and effort into its making, and instead use artificial means to maintain interest and maximize gains. That is, if anything, the exact opposite of our case in two ways: first, we have loads of stories and content planned (with varying degrees of detail) so that even though creating is never easy or straightforward, we have loads of ideas, and if pure financial gain was the motive, we could simplify some of those stories and reduce the arts and try to force an update every month or two to get maximum exposure and income. Second, it may not show it (even though I really hope it does), but we have been working 50-57 hours a week (that's dev time and not community stuff like writing this post). Others can do it faster and better, but this is our speed.
- None of our Patreon perks are essential for playing the game. In other words, most of those who support us do so simply because they liked what there was and hope that we can make more of them, and providing that (to both patrons and everyone else) is precisely what we're trying to do. Our team is small enough that I can say with certainty that the only thing that would change our general approach to the game dev is if we lose so many patrons that one or both of us have to seek a day job. Otherwise, we will keep the approach we have right now, which is trying as much as we can to take all the criticism and feedback, evaluate them, see if we can apply them to the next update, and make the best version of the game we're capable of. It doesn't mean you will necessarily like the outcome since after taking this long, people's expectations will be over the roof, but that's the plan anyway.
- We didn't give a 'bigger' update promise. Again the exact opposite of it, in fact. As I said above, in response to another post, we said we will try to reduce the number of quests to speed up the development, but in the case of the Main Story, we couldn't do that without making the thing feel horribly unfinished. If by the promise you mean the word count I posted a few days ago, I didn't know that until the day I announced it. In fact, I was frustrated about why it's taking me so much more to pose scenes, and after seeing that there are way more words in 0.5 compared to 0.4, I felt relieved that it wasn't because I was getting worse at it, but because there were more words. Now, if you see that as some kind of tactical promise to keep people interested, I'm afraid I can't change your mind. I have nothing against posting teasers (after all, we're making a game to entertain people and not just for the two of us at home) and giving value to the patrons who support us and make it all possible, but we've been trying since day one to be as transparent and ethical about all our practices as possible.
- Lastly, about whether the quality justifies the quantity and the wait, I think that's ultimately up to each player. At this stage, I can only control the quality.
I don't know what you mean by heavier non-canon fetishes, and I'm not too familiar with Milfy City's approach, but the hidden images in the game are 'photos' taken by an in-game character so, although we're more flexible with them, they have to somewhat make sense.