What is your favorite type of game?

Wasabi777

Member
Game Developer
Aug 18, 2018
163
377
Hello. In a way this question might sound repetitive, so it is and it is not. Gathering some statistics for the game I'm working on. Short info about the game will be posted bellow in My answer.
This is the link to the game if anyone is interested.

I'm interested what people mostly play, what do they consider to play or donate to. So I will be asking some questions and will help us and other devs as well to know what people mostly prefer. Our game didn't have a good start. So we want to know why.





1. Do you prefer koikatsu, Honey select or Daz game?
2. What makes you decide to play the game? Art? genre? kink / fetish? or any other reason?
3. Write anything you think will make game better.
4. also if you could answer the question where we failed.
5. what kind of benefit do you wish to see if you decide to donate?




My answer - Most of the time what's more appealing to me is anime style games because other 3D games are too much alike. 70% it's the same story of 1 dominating another, taking over the school, college, university, work, town. Also, characters are copies of each other. Literally, because they use exactly the same default models.

Same goes in anime style as well, all the characters are exact copies, because most people don't bother creating new characters and use pre-made models. While we're trying to make different characters, different models. Characters are changing from time to time and etc. Also, we're trying to make custom animations to make the game more appealing.

No real benefits - so I chose to play a game, okay it's fun, I chose another game, 90% they are the same, so after playing 5-7 games they have exactly the same stories, just different names and locations. Even if I become a patreon, there are no real benefits for me, except for early game release most of the time.

Too much default content - I feel like people are lazy when making this game. like i said 90% default models, 90% default animations, 50% default locations. And most stories are look alike. I'm looking for something different, a unique story. That moment that my last 10 games were exactly the same - Brother was excited by father, he returned and dominated everyone in the family. Exactly same scenario.


About our game -
As for your game, we're focused to make the game as interesting as possible by adding 2 playable characters in the game. It starts with a female character and then is switchable to Male. After reaching some point, both of them are selectable. While others use default models, we use our custom models (even though there are 2-3 default models, but they are minor characters) besides default animations, we use custom animations build frame by frame. Our goal is to reach income to fully work on this game, this will enable us to work on more custom animations using additional tools like MMD, adding more functionality and etc. But if we reach another goal, we will switch to full 3D game. Imagine Something like skyrim+koikatsu+sims.
We can do this, but our problem is time. That's the reason we want to reach our goal to have more time, To create as appealing game as possible to every kind of person, so can fully enjoy playing the game.
 
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Catapo

Member
Jun 14, 2018
234
432
What I am going to write is nothing more than just my personal opinion so please don't take it to heart.

When you first uploaded the game I remember being somewhat interested in it but didn't play it at the time.
I just played your game for the first time a few hours ago and I think there is a lot of potential there.
(The fact that I imediately remembered your game as soon as I saw an image says a lot).

My answer to your questions:

1. I prefer 2D anime art style but since it is not an option my next pick would be Koikatsu and my least favourite would be Daz.

2. The first impression, a combination of multiple things. First is the thumbnail and screenshots (the art), second is the premise(the story). These two are usually enough but if the game also has some fetishes I'm into then it is even better.
Also the state of completeness: the more complete a game is the more likely I am to try it.

3. Remember this is just my opinion.
My biggest problem with the game was the writing:
- There are a lot of mistakes in the game's page and in the game.
- The narration text(the white text without a textbox) could be at times difficult to read.
- I feel like the game needs more in-game days to show the bullying and build up to the suicide attempt. In those days we could get to learn more about the characters(personality, relationships).
- All the characters were introduced at once and by Emilia not Risa who is the MC.
- Showing other characters thoughts is not my favourite way of wrting.
- The sex scene on the roof felt a bit boring in terms of writing.
- The foreign languages(Risa's japanese, Natasha's russian) could become annoying if done too often.
- Everything just felt a bit too rushed.

Art looks great for the most part.
Some shots could be improved a bit (mostly composition).
The shot with Risa on the ground with her skirt flipped in the hallway looks terrible(the only shot I really disliked).

The animations were really good but I think the animation of Lilly dancing had a lower framerate than the others which was odd (It could've been a problem with my computer though).

The transitions where you show multiple backgrounds in quick succession(when Risa was hiding on the stairs) were a bit unconfortable to look at.

4. First impression, presentation and attracting attention.
You released a 0.01 Alpha(which many people don't even look at) with just a few screenshots, without a title banner, on a page full of gramatical errors and you expect people to donate immediately. Same goes for your patreon(same description, no titlecard/banner, no information about the game).It just looks unprofessional.
I wouldn't call it failure, it just takes time to attract people.

5. About your patreon not only does it look unprofessional but there are other issues that I would like to point out.
- In terms of rewards I think patreon exclusive art, cheat codes and persoalized custom art are good rewards but custom scenes and polls for personality and looks are not because at that point you wouldn't be making YOUR game you'd just make whatever people want and it's not a good thing because most of the time there would be conflicts.
- Most people who support devs do it at the smaller tiers. You don't have a 1$ tier and I don't really see a benefit to your 2$ tier. Unless people like the game enough to support you at 5$ then most will just ignore it.
- You have a 50$ tier and you don't even offer anything for it(discord, polls, name in game). Do you really expect people to pay AAA title sums just for that?
- I hope you're not serious with those goals. Here is how I and probably others see your goals:
- At 900(already a high number) YOU quit your job, MAYBE start working on the android version, you TRY to learn a new engine.
- At 1200 MAYBE move to a new engine
- At 2000 is when the move happens to get rid of some limitations. What are those limitations? If the game is not planned to be a VN then why didn't you start learning another engine before making it?
It just feels like you are expecting money just for the promise of making a game once you get them.
- Anything above that, the whole 3D game and VR and whatever is just wishful thinking. I know you guys love your game and have great ideas and all but it's highly unlikely. When people support you they would most likely support you for making a Koikatsu VN not a VR 3D game.

Because I don't want to end on a negative note let me tell you some of the things that I really liked about it:
- The characters: In the short amount of time I got to like Risa, Emilia, Lilly and I think I would really like Betty as the story progresses.
- The small animations: Lilly dancing, Risa not being able to walk after masturbating. These were unexpected and kind of unique, I would love to see more like these.
- The story, the darker themes and the humour seem to have a lot of potential if done right.

My final opinion is don't be discouraged, keep at it, you have the potential to make a great game.
 

DungeonMaker

New Member
Jul 19, 2020
13
7
Your art department is ok, video were a bit odd, as there were many different style of plugins that you guys used (I think). Leave the images and story as it is, I don't want to see any depressing story at the start, that would just kill my boner.

( https://f95zone.to/threads/beginner-english-proofreader.59446/ ) This is someone who can work on your grammar mistakes and he does it for free ;)

In the first few scenes, the only thing that I didn't like was the rooftop scene, better to remove it as it just feels bad. Don't jump perspective though as this is a VN not a novel. The parteon bit though was explained quite nicely... (y)
 

Wasabi777

Member
Game Developer
Aug 18, 2018
163
377
What I am going to write is nothing more than just my personal opinion so please don't take it to heart.

When you first uploaded the game I remember being somewhat interested in it but didn't play it at the time.
I just played your game for the first time a few hours ago and I think there is a lot of potential there.
(The fact that I imediately remembered your game as soon as I saw an image says a lot).

My answer to your questions:

1. I prefer 2D anime art style but since it is not an option my next pick would be Koikatsu and my least favourite would be Daz.

2. The first impression, a combination of multiple things. First is the thumbnail and screenshots (the art), second is the premise(the story). These two are usually enough but if the game also has some fetishes I'm into then it is even better.
Also the state of completeness: the more complete a game is the more likely I am to try it.

3. Remember this is just my opinion.
My biggest problem with the game was the writing:
- There are a lot of mistakes in the game's page and in the game.
- The narration text(the white text without a textbox) could be at times difficult to read.
- I feel like the game needs more in-game days to show the bullying and build up to the suicide attempt. In those days we could get to learn more about the characters(personality, relationships).
- All the characters were introduced at once and by Emilia not Risa who is the MC.
- Showing other characters thoughts is not my favourite way of wrting.
- The sex scene on the roof felt a bit boring in terms of writing.
- The foreign languages(Risa's japanese, Natasha's russian) could become annoying if done too often.
- Everything just felt a bit too rushed.

Art looks great for the most part.
Some shots could be improved a bit (mostly composition).
The shot with Risa on the ground with her skirt flipped in the hallway looks terrible(the only shot I really disliked).

The animations were really good but I think the animation of Lilly dancing had a lower framerate than the others which was odd (It could've been a problem with my computer though).

The transitions where you show multiple backgrounds in quick succession(when Risa was hiding on the stairs) were a bit unconfortable to look at.

4. First impression, presentation and attracting attention.
You released a 0.01 Alpha(which many people don't even look at) with just a few screenshots, without a title banner, on a page full of gramatical errors and you expect people to donate immediately. Same goes for your patreon(same description, no titlecard/banner, no information about the game).It just looks unprofessional.
I wouldn't call it failure, it just takes time to attract people.

5. About your patreon not only does it look unprofessional but there are other issues that I would like to point out.
- In terms of rewards I think patreon exclusive art, cheat codes and persoalized custom art are good rewards but custom scenes and polls for personality and looks are not because at that point you wouldn't be making YOUR game you'd just make whatever people want and it's not a good thing because most of the time there would be conflicts.
- Most people who support devs do it at the smaller tiers. You don't have a 1$ tier and I don't really see a benefit to your 2$ tier. Unless people like the game enough to support you at 5$ then most will just ignore it.
- You have a 50$ tier and you don't even offer anything for it(discord, polls, name in game). Do you really expect people to pay AAA title sums just for that?
- I hope you're not serious with those goals. Here is how I and probably others see your goals:
- At 900(already a high number) YOU quit your job, MAYBE start working on the android version, you TRY to learn a new engine.
- At 1200 MAYBE move to a new engine
- At 2000 is when the move happens to get rid of some limitations. What are those limitations? If the game is not planned to be a VN then why didn't you start learning another engine before making it?
It just feels like you are expecting money just for the promise of making a game once you get them.
- Anything above that, the whole 3D game and VR and whatever is just wishful thinking. I know you guys love your game and have great ideas and all but it's highly unlikely. When people support you they would most likely support you for making a Koikatsu VN not a VR 3D game.

Because I don't want to end on a negative note let me tell you some of the things that I really liked about it:
- The characters: In the short amount of time I got to like Risa, Emilia, Lilly and I think I would really like Betty as the story progresses.
- The small animations: Lilly dancing, Risa not being able to walk after masturbating. These were unexpected and kind of unique, I would love to see more like these.
- The story, the darker themes and the humour seem to have a lot of potential if done right.

My final opinion is don't be discouraged, keep at it, you have the potential to make a great game.

Thanks for your Honest reply. Actually this post was a General question, butthanks for pointing out specific issues we need to fix. Now for the answers.

1. We have extremely limited time. So during the week it's hard to work on the game on business days. On weekends thought we spent whole days working on this game.

2. 900$ might seem large money, but in reality because of taxes, % patreon is taking, % pioner is taking % bank is taking, we get like 600$ from that. and it is divided for 2 people.

3. We're working on tiers, that''s why I wanted to know what would people prefer to see, to support us. As for tiers amount, most people have these kind of tiers, I checked few games before posting mine.

4. Now for limitations and moving to a new engine. Ren'py limits mobile users, you can export a game more than 2gbs on a mobile phone with ren'py, and it is expandable by some plugging till 4gb, but this game will be more than that, probably we have to divide it into parts for mobile phone, or compress it by sacrificing some quality. As for other limitations, we either have to write huge codes to make few options and functions available, or find a different solution which unreal engine and unity offer. Those would be relationship statuses, points and stats and a lot more. If we work on it on ren'py every update would take 5 months. Also we can't use mp4 files, it's not that webm loses quality too much, but still minor noticeable quality loss.
So the reason why Lilly's dance was low fps, was that. I was searching for the correct format and codec for webm format, none of them was working on ren'py. so it's like 2-3 animations are webm, the rest was 60fps avi. after finding the solution, we moved to webm 60fps. But there will still be 30 fps videos, but rarely. In those cases those are custom made animations, meaning frame by frame animations. so for example, 5-second animation is like 80-120 renders. As for the engine, I never workedon a VN on unreal or unity. I generally used unity or unreal for smaller projects in my classroom. Generally there are other limitations as well. Those animations will be fixed in the next update after we release this update first.

5. I agree on patreon part. And will be fixing it this weekend. as for VN 3d Game, we will think about it.

6. Sex part was boring, that was intended in a way like that. It was a quickie. Next animations will be superior. You can join discord and I might drop 1 of the animations to give you an overall.

7. Introduction of characters was done by Emilia, because according to my original story Emilia,Risa,Hiro and 2 more characters were MCs. But Since this is VN. some of the text was kept, some of it was changed. Agree on part that it was kinda rushed, with no explanations about characters. But that's the part of the plan. in future updates, we get to find out about the past of characters.they all have their backside stories, which will be introduced 1 by 1, and will be more interesting.


8. Showing thoughts - I'm kinda reducing thoughts.Those thoughts are kind like introduction of characters, what kind of characters are they.

Overall not this update but the next one we're planning to add more SFX, VFX, Some visual improvements and etc.

9. Yes agree on the part that story is short. and I'm trying to add more days. That will be mostly done on SAndbox introduction update. which will probably be next update not this one.

10. As for grammar mistakes, it's kinda hard when English isn't your native language and I'm using software to correct those mistakes.I do hope they are not to noticeable or make your eyes blood. sorry about that.
 

Wasabi777

Member
Game Developer
Aug 18, 2018
163
377
Your art department is ok, video were a bit odd, as there were many different style of plugins that you guys used (I think). Leave the images and story as it is, I don't want to see any depressing story at the start, that would just kill my boner.

( https://f95zone.to/threads/beginner-english-proofreader.59446/ ) This is someone who can work on your grammar mistakes and he does it for free ;)

In the first few scenes, the only thing that I didn't like was the rooftop scene, better to remove it as it just feels bad. Don't jump perspective though as this is a VN not a novel. The parteon bit though was explained quite nicely... (y)

Quick question. Do you find Futa content disturbing? or Yuri content? If not Here is an example :D

Scene08_Route03_05_LillyChoice34.png



Yes agreed on first sex scene it was odd. weird. As for video part yes, now we settled for the plugin we will use.

as for depressive stories - there might be some depressing parts, but rather than killing your boner, it will give you a quite exciting boner. more like it won't be depressing, but more like sad parts.

It's something like before the sex scene, cooling your mind, than exciting you, teasing you and giving you an orgasm.
Example Scene 08 has 1 super erotic route, 2 of them are at first kind sad part of the story, but quickly excites you. but as a reward for keeping up with it scene 9 will reward you with some quite erotic and sexy scene.
 

DungeonMaker

New Member
Jul 19, 2020
13
7
:) thats great, was talking about the part where Catapo talked about setting up till rooftop scene, the background and such. I dont want to read someone have thoughts that are going in direction of suicide. Life is already quite depressing (especially after covid), don't want that type of thing in a porn game.
 

Wasabi777

Member
Game Developer
Aug 18, 2018
163
377
:) thats great, was talking about the part where Catapo talked about setting up till rooftop scene, the background and such. I dont want to read someone have thoughts that are going in direction of suicide. Life is already quite depressing (especially after covid), don't want that type of thing in a porn game.
Yeah I understand. That's why everything changed at the beginning. Risa had suicide desires, but now she found purpose in life.

So kind of a minor spoiler but - first she wants to discover who is her savior, than to discover who is she actually, after that it's all up to player. game uses 2 characters. So it's like decisions made, changes the way of playing. So endings you can achieve :
1. Risa-hiro BF-GF.
2. harem king
3. harem queen

but the definition of harem queen is kinda different. It's not that she is being banged by multiple dudes. It's just she is in charge of everything and everyone. Manipulating everyone and basically she is a boss. and She uses Hiro for her "queen route". Risa is in charge of hiro, while hiro is in charge of everyone else. Something like that.

There are different endings as well.
 

DungeonMaker

New Member
Jul 19, 2020
13
7
So, first two updates to set up the background and then free roam so that player can choose what he wants to do.

btw, in free route are you going to give the option for Hiro/Risa at start as that would be a lot better, I like girl route but am male so, kinda feels better to choose option of that department. I always think about what girls would think on a option instead of what I think
 

Wasabi777

Member
Game Developer
Aug 18, 2018
163
377
So, first two updates to set up the background and then free roam so that player can choose what he wants to do.

btw, in free route are you going to give the option for Hiro/Risa at start as that would be a lot better, I like girl route but am male so, kinda feels better to choose option of that department. I always think about what girls would think on a option instead of what I think
At the moment game has 1-6 scenes, next update will have scene 7-9, but renders will be twice as much, that's why it took so much time. And in next update which will be most likely scene 10-13, will already have Hiro route. and at some point players can choose the character
 

anne O'nymous

I'm not grumpy, I'm just coded that way.
Modder
Respected User
Donor
Jun 10, 2017
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1. Do you prefer koikatsu, Honey select or Daz game?
Whatever, it can even be The Sims. As long as the story is interesting, the CG don't matter this much . Well, unless they absolutely not goes with the story ; if you put middle age, or modern times, assets in a space opera, you'll have to work really hard for me to buy this anachronism.


2. What makes you decide to play the game? Art? genre? kink / fetish? or any other reason?
The interest of the story and the quality of the writing.
Be noted that "writing" is to apply in regard of the whole game, so it don't limit to the sole text. The story progression and its pace, as well as the adequacy between the text and the visual, count as "writing". Same for the attention to the details, both in the text and the visual.
There's, for me at least, nothing worse than a CG showing, by example, MC's hands on the girl's boobs, while the text looks like, "wow, you're so wet, my fingers have no pain to enter you" ; it happen way too often. Neither the text nor the visual are an excuse to justify the other. They are complementary and must always tell the same story.


3. Write anything you think will make game better.
Make the game you want to make, the way you want to make it, with the game mechanism(s) and kink(s) you want to put inside. Then, and only then, listen to the feedback from the players to adjust the part that aren't good enough. Or, said otherwise, do not make a thread like this one.
What make a game better than the other is the passion put inside it, and this passion can not exist if you're doing what you expect to be players' desire, in place of doing what you want to do.

4. also if you could answer the question where we failed.
Everywhere ? See below...


5. what kind of benefit do you wish to see if you decide to donate?
If I decide to donate to a dev, it's because I think he deserve it and, obviously, because I can afford it. Therefore, why should I expect a benefit ; I mean other than seeing one day the end of the story.


My answer - Most of the time what's more appealing to me is anime style games because other 3D games are too much alike. 70% it's the same story of 1 dominating another, taking over the school, college, university, work, town. Also, characters are copies of each other. Literally, because they use exactly the same default models.
Which is blaming the consequence in place of the cause.
You're saying that you dislike 3D games because a too big part of them are made by creators without imagination. But it's not because they are 3D games, it's because their creators suck ; and they would suck as much if they were using 2D CG or stolen photographs.


Too much default content - I feel like people are lazy when making this game. like i said 90% default models, 90% default animations, 50% default locations. And most stories are look alike. I'm looking for something different, a unique story. That moment that my last 10 games were exactly the same - Brother was excited by father, he returned and dominated everyone in the family. Exactly same scenario.
Then don't play them. There's enough great games with unique and/or effectively great stories, no need to waste your time with games that, from the start, don't appeal you.
Once again you're putting the blame at the wrong place.


As for your game, we're focused to make the game as interesting as possible [...]
Then, sorry but you've failed even before you published the 0.0.1 version of your game.
You must focus on the story you want to tell, not on the possible interest of the game. This simply because you have absolutely no idea of what will be interesting for the players.

The reason for this isn't that there's too many potential players, and so to many potential interests. No, it's way more simple than that. The reason is that ourselves don't know what will interests us. By example, I don't like Mafia settings, and still I'm madly in love with The DeLuca Family. At the opposite, I really like near future dystopia, but I don't like City of Broken Dreamers.
And don't ask me why, it's just like that, there's neither real nor rational reasons. I consider Philly as one of the greatest game creator that exist on the western scene, but I just don't like the games he make ; despite their amazing quality, they aren't for me.


Our goal is to reach income to fully work on this game, [...]


I hope to be wrong, but I really don't see it happen ; at least not until you totally changed the way you works on your game. I mean, read what you wrote. You only talk about the technical aspect of your game, not a single word about what should be your main focus point, the story.

You're making a VN-like game, the story is the main part of it ! You are telling us a story. A story that is served with potentially good CGs, interesting game mechanism(s), and a story that can possibly evolve depending of our choices, but still you're just telling a story. It's the most important part of your game, the one you should focus on, the one you should talk about, the one that should always be on the first place in your mind.
Even when you're working on the CG, you should think about the story before the CG itself. Is this pose accurate with what will be the text ? Is it correct according to the character's personality ? According to what happened right before, to what will happen right after, and according to the way the story evolved depending of the choices previously made by the player ? Then, and only then, you should think about the quality of the result and works on it.
Even during the creation of the visual for the characters, the story should be the first thing in your mind. Is the face right for the personality of this character ? And those hairs, would someone like this character have such hairs ? Would she wear such clothes ? How the player will perceive the character, would he have a preview of her personality or not ?

Having tried your game, it's obvious that you haven't thought about this when you designed your characters. They are all way too look-alike to effectively have their own personality. And it's not due to the school uniform.
Take games like Ecchi Sensei, or Waifu Academy, that both use Honey Select for the CGs and have the characters in school uniforms at least half of the time. They have what your game don't have ; each character is really is unique, both physically, in the way they move, and in the way they dress. Most of the time, you can still identify the character when seeing its back, and not just because of the hair. The pose, the way the school uniform is wore, an accessory (hello Sloth chan), everything say that it's "that character".
And this is possible because their authors thought about the story before everything else. They choose this visual because it's the one that will serve the story, not because it looked good, unique, and potentially interesting and enjoying.
We like the girls not because they are beautiful, but because of their personality ; we like them despite their defaults, despite this "not this good looking" part of their physical aspect. We like them, and end seeing them beautiful, because they aren't just good looking dolls that have no other purpose than being enjoyable ; they are real-like persons, and therefore we can imagine them like more than just game's characters.
 

Canade

Active Member
Sep 26, 2018
903
989
Male protag, animated (no shaky camera), any rendering style >> daz3D - HS - koikatsu, optional incest content (not an interest of mine), optional futa content (not and interest of mine), kinks >> ass angle H-scenes - light femdom - outercourse to ejaculation - anal, strong woman (fighter), a decent story, relationship building, showers, swimming, combat, medium to slightly large breast sizes, athletic to voluptuous ass sizes.

I'd support a game with these things ^.
 

Wasabi777

Member
Game Developer
Aug 18, 2018
163
377
Whatever, it can even be The Sims. As long as the story is interesting, the CG don't matter this much . Well, unless they absolutely not goes with the story ; if you put middle age, or modern times, assets in a space opera, you'll have to work really hard for me to buy this anachronism.




The interest of the story and the quality of the writing.
Be noted that "writing" is to apply in regard of the whole game, so it don't limit to the sole text. The story progression and its pace, as well as the adequacy between the text and the visual, count as "writing". Same for the attention to the details, both in the text and the visual.
There's, for me at least, nothing worse than a CG showing, by example, MC's hands on the girl's boobs, while the text looks like, "wow, you're so wet, my fingers have no pain to enter you" ; it happen way too often. Neither the text nor the visual are an excuse to justify the other. They are complementary and must always tell the same story.




Make the game you want to make, the way you want to make it, with the game mechanism(s) and kink(s) you want to put inside. Then, and only then, listen to the feedback from the players to adjust the part that aren't good enough. Or, said otherwise, do not make a thread like this one.
What make a game better than the other is the passion put inside it, and this passion can not exist if you're doing what you expect to be players' desire, in place of doing what you want to do.



Everywhere ? See below...




If I decide to donate to a dev, it's because I think he deserve it and, obviously, because I can afford it. Therefore, why should I expect a benefit ; I mean other than seeing one day the end of the story.




Which is blaming the consequence in place of the cause.
You're saying that you dislike 3D games because a too big part of them are made by creators without imagination. But it's not because they are 3D games, it's because their creators suck ; and they would suck as much if they were using 2D CG or stolen photographs.




Then don't play them. There's enough great games with unique and/or effectively great stories, no need to waste your time with games that, from the start, don't appeal you.
Once again you're putting the blame at the wrong place.




Then, sorry but you've failed even before you published the 0.0.1 version of your game.
You must focus on the story you want to tell, not on the possible interest of the game. This simply because you have absolutely no idea of what will be interesting for the players.

The reason for this isn't that there's too many potential players, and so to many potential interests. No, it's way more simple than that. The reason is that ourselves don't know what will interests us. By example, I don't like Mafia settings, and still I'm madly in love with The DeLuca Family. At the opposite, I really like near future dystopia, but I don't like City of Broken Dreamers.
And don't ask me why, it's just like that, there's neither real nor rational reasons. I consider Philly as one of the greatest game creator that exist on the western scene, but I just don't like the games he make ; despite their amazing quality, they aren't for me.




I hope to be wrong, but I really don't see it happen ; at least not until you totally changed the way you works on your game. I mean, read what you wrote. You only talk about the technical aspect of your game, not a single word about what should be your main focus point, the story.

You're making a VN-like game, the story is the main part of it ! You are telling us a story. A story that is served with potentially good CGs, interesting game mechanism(s), and a story that can possibly evolve depending of our choices, but still you're just telling a story. It's the most important part of your game, the one you should focus on, the one you should talk about, the one that should always be on the first place in your mind.
Even when you're working on the CG, you should think about the story before the CG itself. Is this pose accurate with what will be the text ? Is it correct according to the character's personality ? According to what happened right before, to what will happen right after, and according to the way the story evolved depending of the choices previously made by the player ? Then, and only then, you should think about the quality of the result and works on it.
Even during the creation of the visual for the characters, the story should be the first thing in your mind. Is the face right for the personality of this character ? And those hairs, would someone like this character have such hairs ? Would she wear such clothes ? How the player will perceive the character, would he have a preview of her personality or not ?

Having tried your game, it's obvious that you haven't thought about this when you designed your characters. They are all way too look-alike to effectively have their own personality. And it's not due to the school uniform.
Take games like Ecchi Sensei, or Waifu Academy, that both use Honey Select for the CGs and have the characters in school uniforms at least half of the time. They have what your game don't have ; each character is really is unique, both physically, in the way they move, and in the way they dress. Most of the time, you can still identify the character when seeing its back, and not just because of the hair. The pose, the way the school uniform is wore, an accessory (hello Sloth chan), everything say that it's "that character".
And this is possible because their authors thought about the story before everything else. They choose this visual because it's the one that will serve the story, not because it looked good, unique, and potentially interesting and enjoying.
We like the girls not because they are beautiful, but because of their personality ; we like them despite their defaults, despite this "not this good looking" part of their physical aspect. We like them, and end seeing them beautiful, because they aren't just good looking dolls that have no other purpose than being enjoyable ; they are real-like persons, and therefore we can imagine them like more than just game's characters.

Okay long story short told, thanks for the honest answer, but doesn't seem like you have fully played the game.

True that ecchi sensei and waifu academy has unique characters, but waifu academy uses default models as wells :D So how are they unique? Those are characters which come with one of the large packs of HS, Even though I liked both games, I did;t find it too unique as waifu academy was exactly similar to other games, so for me it was cliche story. and kinda in some parts story was a fail, because it was using exactly the same parts of the story like other games. So few times it felt like copy-paste, with changed location and characters. Although some parts were unique. as for realism, my game is "fantasy" in a way.

Look alikes and personalities - daah in anime style most characters look a like, because they are made from same base model, but how are they look a like when one is a serious type, the other is very perverted, the third is serious, 4th is a bookworm and only talk about books and etc. Clearly you haven't played the game.

Expressions - I agree on this part, since koikatsu is limited, I can't create the exact expression I want to make. So I'm limited with those facial expressions that koikatsu comes with. It's true I could add completely different hand gestures and leg gestures and facial gestures, but every release will take twice as much time.

Overall I take any kind of criticism where the person has fully review the product and commented base on that, but in this case, I'm sorry but it's clear you haven;t played this game, only probably like first scene only.

as for echi sensei and waifu academy, they ar great as a game, but stories are copy cats. I read such doujins and mangas a lot. I dropped ecchi sensei as it got boring. Waifu academy is still not bad and still waiting for updates, but the update process is very sloooooow.
 

anne O'nymous

I'm not grumpy, I'm just coded that way.
Modder
Respected User
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Jun 10, 2017
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[...] but waifu academy uses default models as wells :D So how are they unique?
You missed the point. You're still stuck on what is a detail, while discarding what is the important part.

What matter isn't that the models are unique in the world, but that they are effectively visually different in the game. A difference that make them immediately identifiable as character, because it effectively describe them. Whatever if this description is accurate or misleading, it depend of the author intent, as long as seeing this design lead to unique thoughts.
We all do this in life. We see someone and imagine what can be his centers of interest, what is his character, and so on ; this only based on the way this person looks, move and act. We do this all the time, mostly unconsciously, and that's why, when presented to a stranger, we either are absolutely not surprised, or at the opposite astounded, without real "in between" ; simply because we already have an internal representation of this person, and what we'll learn correspond, or not, to it.
It's pure cliché as example, but the "well, you looks like FBI agents" is purely true. And it's not because of the suit, but because of the constant "out of place" impression they return to the viewer. You see the person, and everything you see claim that it's a FBI agent.

It's what should be the goal of a character visual design session, not a quest for pure uniqueness. We don't care this much that your characters visual are really unique, as long as they are accurate.


and kinda in some parts story was a fail, because it was using exactly the same parts of the story like other games. So few times it felt like copy-paste, with changed location and characters. Although some parts were unique.
Then your game is worse than theirs, because every single scene as far is a thousand seen one.
Actually your game is precisely this :
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Whatever yourself can think of your story, it's a pure cliché that looks exactly like way too many already made, and already abandoned for most of them, games. Not at all something engaging.

But here I'm cheating, mostly in an attempt to show you the irrelevance of your argument, because it's not how a story is judged. It's been more than a millennium that there isn't a single story that can be described as a purely unique piece of work with absolutely nothing seen before.
All stories are just variations around something already said, and full of situations seen again and again. It's the setting, the way they are said, and the assembly of the situations that make them unique ; while it's the quality of the writing that make them enjoyable.
The lord of the Rings ? Half of ancient Greek and Latin books are that story of a companionship going on a journey to defeat the great evil, while learning a lot about themselves and maturing. There's a big part of Homère's "Odyssey" in Tolkien's quest to adulthood wisdom that is "The Hobbit". Kurozawa's "Ran" ? It's Shakespeare's "King Lear", which itself is a vast copy/past of Celtic mythology.


as for realism, my game is "fantasy" in a way.
Totally irrelevant. Not only I never talked about realism, but the fantasy part is obvious ; all stories, even the most realistic ones, are pure fantasy. Take The Deluca Family, one of the most realistic game available ; this being said both for the visual look, dialog, story, accuracy between the visual and text, and realism of the visual details. But in which world such story can happen ? And I don't even talk about the family's oddity, just the story by itself.
It's fiction, and by so it's fantasy.


Look alikes and personalities - daah in anime style most characters look a like, because they are made from same base model, but how are they look a like when one is a serious type, the other is very perverted, the third is serious, 4th is a bookworm and only talk about books and etc.
Once again you totally missed the point, ending on Pluto while I was pointing the Sun.
I talked about the adequacy between the visual design of a character and her personality. But you answer talking about the sole personality, while showing once again that you still lack knowledge in regard of story writing.
It goes for the character personalities as it goes for the stories themselves ; there's nothing new since a so long time. It's the subtle assembly of traits, the way they mix together and the way they reflect in the character attitude, that make the difference.
Even if you exaggerate one trait, like Luna's madness by example, it still have to stay a subtle assembly of many traits ; and I would add that, unless you're going for a purely cartoonish story, this exaggerated trait must have a justification.
But where is the subtlety in Rick's personality ? It's the cliche macho man, Beta as fuck who imagine that he's the most Alpha man in the world. This while Emilia's humanist-like personality disqualify the story for the purely cartoonish side. So I hope that you've a solid justification for Rick exaggeration, else the whole story will be an unbalanced mix.


Clearly you haven't played the game.
I played it twice. Once one or two weeks ago, and once yesterday before answering you, to refresh my memory ; well in fact third time, I did a quick replay today for the scene by scene part.

It's not because reality of game making do not correspond to the idea you had of it, that I'm the one at fault here.
You've a superficial approach of a visual story. Not only forgetting that it's made of two words, and that the "story" matter as much as the "visual", but also missing that it mean that the visual should tell a story (see right bellow).
Based on your comments regarding other games, this superficiality isn't limited to the making process. Which explain why you can't include into your game all the subtle details that make the difference and create the uniqueness. And whatever if it's because you consider them insignificant, or because you totally miss them.


It's true I could add completely different hand gestures and leg gestures and facial gestures, but every release will take twice as much time.
So, you are putting aside the needed works in order to not have a too long delay between each updates... Well, why not. Some others did it. One even succeeded, but his story is by far less cliché than yours is as far as it actually goes ; and each one of his, at first fortnightly updates, had way more content than your pre-alpha.

This being said, it's not just that you could add difference in the hand gestures and all. Those difference make no importance if at first you don't have gestures that are effectively meaningful and not just casual generics gestures more or less accurate with the context.
The visual should complement the wrote part, adding the unsaid details and prolonging the story, giving it it's third dimension. And it's this third dimension that, by giving it it's depth, make the story, and so the game, interesting.
A story is a game between its author and the readers. Something full of implied content that the reader have to find. It doesn't matter this much if the discoveries are conscious or not. At worse they'll be missed by the reader, but they'll still serve their purpose and make the story feel coherent.
By "coherent" I mean that there's no deus ex machina, what happen is either the prolongation of what happened previously, and was introduced in the implied part of the previous content. Even the biggest revelations don't just fall from the sky, they were long time announced in the implied part of the text and in the implied part of the visual. It was subtle, blurry, but it was present and it's part of the reason why the player will emotionally react to it, simply because he was longing to know if he read it right or not ; and once again it doesn't matter if it was conscious or not.


Overall I take any kind of criticism where the person has fully review the product and commented base on that, but in this case, I'm sorry but it's clear you haven;t played this game, only probably like first scene only.
Sorry to disappoint you, but even this excuse that is something over seen.


Waifu academy is still not bad and still waiting for updates, but the update process is very sloooooow.
Yeah, it's because its author do what you refuse to hear, preferring to pretend that I haven't played your game in order to not question your own making process.

The updates process is very slow because making an interesting and enjoyable game need time. There's no shortcut to success, whatever how good you can be at what you do, it will need years before it effectively pay off.
 

Wasabi777

Member
Game Developer
Aug 18, 2018
163
377
You missed the point. You're still stuck on what is a detail, while discarding what is the important part.

What matter isn't that the models are unique in the world, but that they are effectively visually different in the game. A difference that make them immediately identifiable as character, because it effectively describe them. Whatever if this description is accurate or misleading, it depend of the author intent, as long as seeing this design lead to unique thoughts.
We all do this in life. We see someone and imagine what can be his centers of interest, what is his character, and so on ; this only based on the way this person looks, move and act. We do this all the time, mostly unconsciously, and that's why, when presented to a stranger, we either are absolutely not surprised, or at the opposite astounded, without real "in between" ; simply because we already have an internal representation of this person, and what we'll learn correspond, or not, to it.
It's pure cliché as example, but the "well, you looks like FBI agents" is purely true. And it's not because of the suit, but because of the constant "out of place" impression they return to the viewer. You see the person, and everything you see claim that it's a FBI agent.

It's what should be the goal of a character visual design session, not a quest for pure uniqueness. We don't care this much that your characters visual are really unique, as long as they are accurate.




Then your game is worse than theirs, because every single scene as far is a thousand seen one.
Actually your game is precisely this :
You don't have permission to view the spoiler content. Log in or register now.
Whatever yourself can think of your story, it's a pure cliché that looks exactly like way too many already made, and already abandoned for most of them, games. Not at all something engaging.

But here I'm cheating, mostly in an attempt to show you the irrelevance of your argument, because it's not how a story is judged. It's been more than a millennium that there isn't a single story that can be described as a purely unique piece of work with absolutely nothing seen before.
All stories are just variations around something already said, and full of situations seen again and again. It's the setting, the way they are said, and the assembly of the situations that make them unique ; while it's the quality of the writing that make them enjoyable.
The lord of the Rings ? Half of ancient Greek and Latin books are that story of a companionship going on a journey to defeat the great evil, while learning a lot about themselves and maturing. There's a big part of Homère's "Odyssey" in Tolkien's quest to adulthood wisdom that is "The Hobbit". Kurozawa's "Ran" ? It's Shakespeare's "King Lear", which itself is a vast copy/past of Celtic mythology.




Totally irrelevant. Not only I never talked about realism, but the fantasy part is obvious ; all stories, even the most realistic ones, are pure fantasy. Take The Deluca Family, one of the most realistic game available ; this being said both for the visual look, dialog, story, accuracy between the visual and text, and realism of the visual details. But in which world such story can happen ? And I don't even talk about the family's oddity, just the story by itself.
It's fiction, and by so it's fantasy.




Once again you totally missed the point, ending on Pluto while I was pointing the Sun.
I talked about the adequacy between the visual design of a character and her personality. But you answer talking about the sole personality, while showing once again that you still lack knowledge in regard of story writing.
It goes for the character personalities as it goes for the stories themselves ; there's nothing new since a so long time. It's the subtle assembly of traits, the way they mix together and the way they reflect in the character attitude, that make the difference.
Even if you exaggerate one trait, like Luna's madness by example, it still have to stay a subtle assembly of many traits ; and I would add that, unless you're going for a purely cartoonish story, this exaggerated trait must have a justification.
But where is the subtlety in Rick's personality ? It's the cliche macho man, Beta as fuck who imagine that he's the most Alpha man in the world. This while Emilia's humanist-like personality disqualify the story for the purely cartoonish side. So I hope that you've a solid justification for Rick exaggeration, else the whole story will be an unbalanced mix.




I played it twice. Once one or two weeks ago, and once yesterday before answering you, to refresh my memory ; well in fact third time, I did a quick replay today for the scene by scene part.

It's not because reality of game making do not correspond to the idea you had of it, that I'm the one at fault here.
You've a superficial approach of a visual story. Not only forgetting that it's made of two words, and that the "story" matter as much as the "visual", but also missing that it mean that the visual should tell a story (see right bellow).
Based on your comments regarding other games, this superficiality isn't limited to the making process. Which explain why you can't include into your game all the subtle details that make the difference and create the uniqueness. And whatever if it's because you consider them insignificant, or because you totally miss them.




So, you are putting aside the needed works in order to not have a too long delay between each updates... Well, why not. Some others did it. One even succeeded, but his story is by far less cliché than yours is as far as it actually goes ; and each one of his, at first fortnightly updates, had way more content than your pre-alpha.

This being said, it's not just that you could add difference in the hand gestures and all. Those difference make no importance if at first you don't have gestures that are effectively meaningful and not just casual generics gestures more or less accurate with the context.
The visual should complement the wrote part, adding the unsaid details and prolonging the story, giving it it's third dimension. And it's this third dimension that, by giving it it's depth, make the story, and so the game, interesting.
A story is a game between its author and the readers. Something full of implied content that the reader have to find. It doesn't matter this much if the discoveries are conscious or not. At worse they'll be missed by the reader, but they'll still serve their purpose and make the story feel coherent.
By "coherent" I mean that there's no deus ex machina, what happen is either the prolongation of what happened previously, and was introduced in the implied part of the previous content. Even the biggest revelations don't just fall from the sky, they were long time announced in the implied part of the text and in the implied part of the visual. It was subtle, blurry, but it was present and it's part of the reason why the player will emotionally react to it, simply because he was longing to know if he read it right or not ; and once again it doesn't matter if it was conscious or not.




Sorry to disappoint you, but even this excuse that is something over seen.




Yeah, it's because its author do what you refuse to hear, preferring to pretend that I haven't played your game in order to not question your own making process.

The updates process is very slow because making an interesting and enjoyable game need time. There's no shortcut to success, whatever how good you can be at what you do, it will need years before it effectively pay off.


Bullying part is Cliche. we all know that. But you mentioned that this is the most cliche game ever played. And there are millions of games like this. Can I see few of them? I'm checking every day for new updates of games, checking their stories and etc. And I'm writing this story, because I haven't seen such story. Mostly what I saw : MC is a male macho, very powerful and dominating everyone and has a dick that puts shame to horses.

Overall this comment seems more of a hate speech than a suggestion and polite way of saying "this game is trash" , but curious about reason why? So far by statics I've gathered most negative reviews were "not my type of game, because MC is female". This is the first hateful speech I've received.

as for other games, probably they have more time to work on their games, if I had at least minimal income, and my team member as well, we would develop everything faster and would have been a lot better. For example we're working days and nights at the moment to deliver the best possible version for now. and WE're taking it seriously.

example is doing 80-120 renders just to make a 5 second animation.

and your comment was basically smashing everything to the ground. that everything is cliche and trash.

While other people don;t even try hard and use default animations and default models.
 

Iramis

Member
Dec 3, 2018
103
185
I'm not an expert on anything but I'll put my thoughts here anyways, take it with a grain of salt. I haven't played the game yet so I'm going in with the perspective of what will actually draw me in to play the game. Speaking only in context of this website, the game you are making targets a niche, while the usual male protagonist games you have mentioned are the norm. IMO, since you already have plans for what kind of game you are making, rather than asking a general wider audience about their opinions, I would suggest researching your specific niche audience and how to attract them. Try to find games with fetishes/themes/visual etc similar to yours and see what they are doing.

Also your game is in very early stage, many people probably noticed it when it first popped up on Latest Updates, put it in the back of their mind to check out later, but since it never popped back up again they didn't seek it out. So even if they are small, I would suggest making some updates, keep it in people's memories.

Also make you game more appealing, I won't say it is unappealing right now but since you are not getting as much attention, I would say change the banner with the next update, a lot of games use a shot with all the (usually female) characters as their banner, or maybe make it more stylistic. Kind of like some youtubers change their thumbnails and such after posting a video if it does not get the usual traction. The characters in the animated banner don't pop or are not as visually distinct from the backgrounds. Some of them have too much effect (bloom? overexposure? post processing? not familiar with terminology) making them blend in a bit. The picture with the redhead on the wood floor is good, I like it as a wallpaper sort of image, but notice the color of the background and the hair color kind of match, not helped by the dullness due to the effects, imagine her on grass or grey tiles with a bit more vibrancy. The previews don't seem to have this problem (although those are slightly lacking in detail/texture in comparison but I usually feel that way with koikatsu, the skins are too shiny). Also I like more cooler tones than sepia but that's just personal preference.

Also change the Overview, feels a bit sloppy and gives the game some emotional baggage (again IMO), and adds way too many details over a long period of time, feels like a summary of events of the game, the blurb should leave some mystery about the game and the information should be provided in game. Maybe something like "After being driven to the edge Risa finds herself being saved by a Mysterious Guy. Who is He? [*] Cutoff from normal society, Risa finds herself getting obsessed (or falling in love) with this Kind albeit perverted guy." Now this is not the best overview ( since I'm coming from a place of ignorance it might even be pretty bad at representing the game) but I wrote this to highlight certain points that can be incorporated, you can write it however you want. The points being - Suicide is implied but not implicitly stated; The part about being a shut in/depressed/bullied/abused etc is left out, in game it's fine but I feel like it may turn people off reading too much depressing stuff from the beginning, you tagged it as humor so I'm guessing that's the tone of your game and not a serious drama; a little mystery and some dangling threads can help make people curious about what is going on in the game.

The reason I would suggest toning down the serious topics in the main overview is that People make decisions based on their emotions more than they think, serious topics can give an impression that this may require some emotional investment which they don't know how well it will pay off, while the usual cookie cutter Male protagonist incest harem game is very familiar and a known quantity so even if it is trash trying it does not involve much effort. You have already added a developer notes section where you can expand upon what the game will be about. The overview should set the tone and player expectations.

As I said I'm not an expert, I've been listening to some lectures and stuff on youtube about writing (mostly from one author I like) so I though I would try to apply that, I could be wrong.

In the end I would say the most important thing is, only take in the feedback that will help you make a better version of the game that you want to make and not what game others want to make, follow your vision. (Advice shamelessly stolen from one of those youtube lectures lol).

[*] I guess you can also add "or what is he" but I feel like that should come with a hint as to why Risa thinks this, but I haven't played the game so I don't know.
 

Wasabi777

Member
Game Developer
Aug 18, 2018
163
377
I'm not an expert on anything but I'll put my thoughts here anyways, take it with a grain of salt. I haven't played the game yet so I'm going in with the perspective of what will actually draw me in to play the game. Speaking only in context of this website, the game you are making targets a niche, while the usual male protagonist games you have mentioned are the norm. IMO, since you already have plans for what kind of game you are making, rather than asking a general wider audience about their opinions, I would suggest researching your specific niche audience and how to attract them. Try to find games with fetishes/themes/visual etc similar to yours and see what they are doing.

Also your game is in very early stage, many people probably noticed it when it first popped up on Latest Updates, put it in the back of their mind to check out later, but since it never popped back up again they didn't seek it out. So even if they are small, I would suggest making some updates, keep it in people's memories.

Also make you game more appealing, I won't say it is unappealing right now but since you are not getting as much attention, I would say change the banner with the next update, a lot of games use a shot with all the (usually female) characters as their banner, or maybe make it more stylistic. Kind of like some youtubers change their thumbnails and such after posting a video if it does not get the usual traction. The characters in the animated banner don't pop or are not as visually distinct from the backgrounds. Some of them have too much effect (bloom? overexposure? post processing? not familiar with terminology) making them blend in a bit. The picture with the redhead on the wood floor is good, I like it as a wallpaper sort of image, but notice the color of the background and the hair color kind of match, not helped by the dullness due to the effects, imagine her on grass or grey tiles with a bit more vibrancy. The previews don't seem to have this problem (although those are slightly lacking in detail/texture in comparison but I usually feel that way with koikatsu, the skins are too shiny). Also I like more cooler tones than sepia but that's just personal preference.

Also change the Overview, feels a bit sloppy and gives the game some emotional baggage (again IMO), and adds way too many details over a long period of time, feels like a summary of events of the game, the blurb should leave some mystery about the game and the information should be provided in game. Maybe something like "After being driven to the edge Risa finds herself being saved by a Mysterious Guy. Who is He? [*] Cutoff from normal society, Risa finds herself getting obsessed (or falling in love) with this Kind albeit perverted guy." Now this is not the best overview ( since I'm coming from a place of ignorance it might even be pretty bad at representing the game) but I wrote this to highlight certain points that can be incorporated, you can write it however you want. The points being - Suicide is implied but not implicitly stated; The part about being a shut in/depressed/bullied/abused etc is left out, in game it's fine but I feel like it may turn people off reading too much depressing stuff from the beginning, you tagged it as humor so I'm guessing that's the tone of your game and not a serious drama; a little mystery and some dangling threads can help make people curious about what is going on in the game.

The reason I would suggest toning down the serious topics in the main overview is that People make decisions based on their emotions more than they think, serious topics can give an impression that this may require some emotional investment which they don't know how well it will pay off, while the usual cookie cutter Male protagonist incest harem game is very familiar and a known quantity so even if it is trash trying it does not involve much effort. You have already added a developer notes section where you can expand upon what the game will be about. The overview should set the tone and player expectations.

As I said I'm not an expert, I've been listening to some lectures and stuff on youtube about writing (mostly from one author I like) so I though I would try to apply that, I could be wrong.

In the end I would say the most important thing is, only take in the feedback that will help you make a better version of the game that you want to make and not what game others want to make, follow your vision. (Advice shamelessly stolen from one of those youtube lectures lol).

[*] I guess you can also add "or what is he" but I feel like that should come with a hint as to why Risa thinks this, but I haven't played the game so I don't know.
WOWOWO. Nice. Like the review. Thing you mentioned, some of them are already being taken into consideration and we're planning to change them, but not this update, since we're releasing soon. But update after that, will include some changes, I will change the overview this update. More things to work on and will be improved for the better.
 

Machinist

Member
Game Developer
Aug 24, 2020
213
596
1- From those I prefer DAZ
2- It's not a kink per se, but I like big tits and pubic hair (Not very hairy especifically, although I really like them, but any kind of hair), I find games where all the females have a shaved pussy boring. (But it may not apply to your game since all the girls look young)
3- Didn't play it, I'm not into japanese style.
4- Same as 3
5- If I donate I would like to see exclusive content and that you take requests from patrons.

Good luck on your game.
 

Morgan42

Active Member
Oct 9, 2019
707
3,659
1. Do you prefer koikatsu, Honey select or Daz game?
I prefer Daz but I WILL play any Honey Select game as long as it's not vanilla base game and looks nice.

2. What makes you decide to play the game? Art? genre? kink / fetish? or any other reason?
Model design first. Story type second. Kinks last.

3. Write anything you think will make game better.
I didn't play it because I don't like koikatsu games. The models always look way too young for me to be comfortable.

4. also if you could answer the question where we failed.
N/A

5. what kind of benefit do you wish to see if you decide to donate?
The only people I donate to put out weekly or bi-weekly patreon only images. I think that's the single best way to attract patrons.
 

anne O'nymous

I'm not grumpy, I'm just coded that way.
Modder
Respected User
Donor
Jun 10, 2017
10,293
15,152
But you mentioned that this is the most cliche game ever played.
I also said, and it was the relevant part, that I cheated, and that it's not how a story is judged...


as for other games, probably they have more time to work on their games, if I had at least minimal income, and my team member as well, we would develop everything faster and would have been a lot better. For example we're working days and nights at the moment to deliver the best possible version for now. and WE're taking it seriously.
You are kidding, right ?
90% of the authors don't have more time than you to works on their games, and most of them are alone to do it so in fact they have half the time you have. Yet many achieve to do at least as much as you, while some do more.
By example, before he had to make a stop, WVM author was making +20 CG/day, which mean that your last update would have needed less than 10 days.
Another example, the chapter 3 of Heavy Five will have more than 3 000 renders, 25 fps animations included (most frame being manually corrected), done in 3 months. And each render is heavily tweaked in order that everything, including the eyes direction, will be exactly as wanted by the author. Many CG having been rendered more than once in order to find the correct one, the effective number of images rendered is more on the side of 4 500 than the 3 000 ones that will effectively be used in the update ; which lead to something like 40 CG/day, your last update in less than a week. All this being made by a single person who have other things to do in her life.

I don't say that you aren't taking this seriously, or not working hard, day and night, on your game, just that you are far, way far, to works harder than anyone else. You're perhaps working harder than most of the other creators, but the amount of works you achieve to do looks small in comparison of what the effectively hard workers ones do.


example is doing 80-120 renders just to make a 5 second animation.
Here again, I hope you are kidding. A 5 second animation should have at least 125 frames, not at max 120 frames. Here again you are bellow what the succeeding creators do, and bellow the level of quality you claim to want.


and your comment was basically smashing everything to the ground. that everything is cliche and trash.
I said "cliché", but never said, nor implied, "trash".

My comments are just the truth. I told you what should be the main focus of a game creator, how a CG should be designed, and now I tell you how many works have to be effectively done in order to make a game of high quality. If it don't please you, I'm sorry, but I can't change the truth just to be nice ; especially since your project is to make something even bigger than what you're actually doing, so something that will need way more investments.

Making a game, especially a quality one, is a passion that need 200% of your free time, dot.
Right now, a game I mod have had an update, which mean that I'll probably stay awake all night, while I have to works tomorrow. Would I was making a game and not just mods, it would be the level of commitment expected from me. Less often I hope, but still it would mean that 4 hours of sleep nights would be something frequents, whatever if there's works the next day or not.

What is wrong isn't what I said, but your expectations about what "making a game" really mean.
You discarded two third of the available games because, from your point of view they all are the same and are poor quality games. Which lead you to think that making a game is easy, and that if you works hard enough, you can achieve to do better than them. But the fact is that, by doing that, you missed a lot of information.
Discarding Ecchi Sensei like you did, by example, is part of the reasons behind your false expectations. Do you really think that his author really intend to take 52 years before he finish his game ? Because with one in-game week by year, it's what his one in-game year story will need.
Of course he don't ! One year is the time effectively needed to create one in-game week for such game. And if it was just a question of hard works, he would be working harder in order to finish his game faster. But the truth is that he and his coder already work as hard as they can.


While other people don;t even try hard and use default animations and default models.
Most of the other creators do it, yes. But "most of the other creators" don't mean all of them. And the ones who don't do it also are the ones who are effectively successful.

You've decided that all 3D games are shit and so don't even look at them, and that's your main flaw, because you have absolutely no idea of what is defined as "quality" nowadays.
For you, all those games looks the same, but how can it be not said of your game, that use the Illusion studio that give you the less control over the creations ? How can your CGs compare to a game where just looking at the position of the head and eyes of the character the MC talk to, tell you that this character don't believe what she's saying ? How can they compare to a game where any reflective surface are effectively reflecting the scene ? How can they compare to a game were any blade of grass feel unique ?
Because that's what "quality CGs" mean nowadays. Of course, not all games reach this level, but around 5% of them do, which mean that 5% of what is for you look alike games, carry more information in their CGs, and are more visually pleasant, than your game. It's just a fact, nothing more.

It doesn't mean that you can't succeed with your game and your CGs, just that you'll never reach your goal ; you'll never make the most beautiful and visually enjoyable game. Simply because visually your game will not reach the quality of games like Bad Memories or Vinland, which aren't even part of the best looking ones.
It will perhaps be the most beautiful and visually enjoyable koikatsu game, what I wish for you, but that's all.

And once again, if reading this don't please you, I'm sorry, but I can't change the truth just to be pleasant.
 

DungeonMaker

New Member
Jul 19, 2020
13
7
Lmao, it pleases me. #Writing everything in a notebook#
Ano Nymous (y), I am someone who wants to make my own game someday and you gave very good advice (at least to me). Right now we are a team of three and it would take a few months before our game is even ready for initial release. Am learning and trying to implement these small things that make a game from good to great. I think his game is good but not polished as he has constrained himself in trying to make characters differentiate from looks and body tells.

P.S Am not the writer, my English is not that good (am working on improving it), am more of a codding/visual guy myself :)