zorg wrote: ↑
Wed Nov 21, 2018 9:52 am
I somewhat want to agree? but only because in my mind, games like the leisure suit larry series (as examples) are both adult-oriented and completely goofy as heck; but with dating sims/vn-s, it's a bit more involved i think? People probably will have bigger expectations on the writing and the scene direction in the latter kind of software than in the former, i'd say.
ivan wrote: ↑
Wed Nov 21, 2018 11:34 am
There are goofy dating sims too like Hatoful Boyfriend (which SFBD possibly draws inspiration from) and Dream Daddy.
In my experience, lighthearted sex comedies are more
common in dating sims/VNs than other genres, and even moreso with furry content, so I think the tone of the game is pretty in line with people's expectations.
In fact, from what I've seen, the game may be not goofy or sexy enough,
and amping that up a bit more might make it more marketable. At the moment, I'm trying to not unnecessarily alienate people not into this sort of thing, but it's possible that this is just making the game equally unappealing to everyone.
ivan wrote: ↑
Wed Nov 21, 2018 8:18 am
It's fine if you want to keep it lighthearted, but this is a "dater sim" about relationships, right?
We want to see
how the relationship develops between Jean and the protagonist over time and through different situations.
Jean coming out right off the bat and the subsequent conversation didn't work for me at all (too early, long and irrelevant).
I feel that I should have been given the choice to interrupt that conversation and move on.
It's good that there are details like "examine the door plaque" but this needs to be optional.
What I'm saying is that the game needs to be more clear where you have to click in order to advance the story (something obvious like "click on the door knob to open the door").
One thing I found confusing is that the graphics are sometimes in 1st person and sometimes in 3rd person.
This needs to be more clear in the beginning since I wasn't sure which one was the protagonist.
The music needs work too. Something easy-listening would be more appropriate.
I'm going to attempt to address usability issues in the next demo. Things like drawing a new door background that includes a clickable doorknob are definitely a possibility. And there could be engine changes to help with this.
With the writing, though, my main priority is going to be writing more of the game. The art style necessitates a lot of planning, and changing major plot elements could set me back for a very long time, so once I make major plot choices, I'm committing to them. Things like Jean opening up to the protagonist early on are not going to change. But changing those parts to flow better is a possibility.
The other points may naturally be addressed by the game continuing. This demo focuses a lot on exposition, after all, and I'm constantly tweaking the graphics and sound as well.