Much more ambitious than the two previous Atonia games from this dev, this double-stuffed game suffers from the greatly expanded scope of player actions and calendar progression. What was previously a linear VN is now distributed across staggered vignettes, and you have to check several sandbox activities to trigger them before advancing time. It's especially chaotic in the beginning before the game has sorted you onto one of the tracks, then it settles down & dripfeeds you H-scenes.
The nested renpy menus are annoying to navigate, and you have to do it for everything except choosing in a scene. Some "weeks" that you advance, you have only one valid activity, but it's clicks deep into the menus. why is this a sandbox man
In the very beginning, the game asks the player for the ground rules about how hard the NTR/NTS will be, and that's where you should decide for yourself how you want it to play out. The stats/trait system for accessing scenes didn't do it for me. If you're going to be railroaded towards a given outcome anyway (as was the devs intent) then just do it, and dispense with RPG mechanics.
Not much to say about the renders, it's a refined version of the same stuff the dev's done before. I think the sample images give a good indication what you can expect.
The story is by-the-numbers, but executed well. The non-NTR content isn't particularly interesting. I kind of wish that instead of one sprawling game, the dev had split this up for 2 shorter and more-focused VNs for each antagonist (gosh what does that remind me of)
So it's vignette scenes chosen by branching stat checks, accessed from a fiddly menu every time interval. if i could hold down skip, and speed past all the "time passing" "another day at work" and just get to the next scene, that would be an improvement!
Social media updates were a good idea but they're annoying to remember to check. maybe move it off the main menu and instead accessed as an icon underneath the love/rival stats so the player can view it anytime.
The nested renpy menus are annoying to navigate, and you have to do it for everything except choosing in a scene. Some "weeks" that you advance, you have only one valid activity, but it's clicks deep into the menus. why is this a sandbox man
In the very beginning, the game asks the player for the ground rules about how hard the NTR/NTS will be, and that's where you should decide for yourself how you want it to play out. The stats/trait system for accessing scenes didn't do it for me. If you're going to be railroaded towards a given outcome anyway (as was the devs intent) then just do it, and dispense with RPG mechanics.
Not much to say about the renders, it's a refined version of the same stuff the dev's done before. I think the sample images give a good indication what you can expect.
The story is by-the-numbers, but executed well. The non-NTR content isn't particularly interesting. I kind of wish that instead of one sprawling game, the dev had split this up for 2 shorter and more-focused VNs for each antagonist (gosh what does that remind me of)
So it's vignette scenes chosen by branching stat checks, accessed from a fiddly menu every time interval. if i could hold down skip, and speed past all the "time passing" "another day at work" and just get to the next scene, that would be an improvement!
Social media updates were a good idea but they're annoying to remember to check. maybe move it off the main menu and instead accessed as an icon underneath the love/rival stats so the player can view it anytime.