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So it is high time to admit that I’m attracted to TTRPGs with visual novel or dating sim elements in it. I’ll definitely drag my friend to be the GM and try out this game!

Thank you for sharing this game, I’ll be back with my playthrough impressions~

Thank you so much for checking the game out! I can't wait to hear your gameplay impressions and above all I hope you have fun.

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Hi hi hi I’m back with my impression! So just as I thought, I do like dating sims elements in my TTRPG, hehe. The explanation at the beginning, “visual novel from the perspective of the romantic routes” is really delivered in the gameplay.

I love the mechanism of utilizing Locations! I think it’s really VN-like, but like you said, viewed through the lens of the NPC instead. I had fun setting up the beginning especially. The Classes fits into dating sim tropes, and I’m amused by the Additional Features that adds layers into the gameplay.

I took the liberty of writing down a few notes and questions as I played:

  • In the downloaded version, there’s a missing line in “Give Gift” section. Whereas in preview it says, “Allows the Route to force the Love interest to go(…)”, in the file it says, “d st to go(…)”
  • I assumed Moments were still related to Locations, but it didn’t specify how to make sure that the Love Interest would go to Moments, especially with the Give Gift rule above was significantly cut. Is it correct to assume that we need to give gifts to ensure that the Route meets with the Love Interest? Or is it automatic?
  • Regarding the “Sporty” route, I don’t know how their skill will matter since all players in the Moment will have AP set back to 0. I mean, they’re balanced by being unable to get Heart Token if they’re successful, but I wonder how it gives this Route an advantage to use their Class skill in the first place.
  • Since a roll determines which gift to get from the Love Interest, is it correct to assume that the Gift Types unordered list is actually numbered?
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Thank you for playing! I'm glad you liked some of the mechanics and I'll definitely look into the notes specifically when I am able. Thank you for your feedback.

My actual impression for the playthrough is about the emphasis of the agency. The GM is actually the only person who can roll the dice, while the Routes are here to determine the Location and Moves of each turn to collect APs. For me, especially in group play TTRPG, I really love dice rolls, so it’s quite a bummer when I find out that I can’t do that as a Route. xD

The agency also affected how much wiggle room we had to roleplay the scene, which quickly turned into mechanic turn-based system. I wish there are more prompts and questions to help deepening the scenes. :DD

Also, coming from solo TRPG developer ourselves, I think this game has a lot more potential becoming or having a ruleset intended for single players… pun intended. xD I imagine since the GM’s role is mostly to roll, it can be done by the player, and there can be Rival NPC(s) too to see if we win the Love Interest’s heart or lose to the NPC.

Overall, it’s a cute and thematic game, I’m delighted to see people who are also interested in crossing the genre over different mediums (screen to physical), and I’d love to see more from you! <3

Much love from Desa Sukamakan, ~ Fui