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(+1)

not a bad demo, though my tastes focus more on the management aspect than the visual novel (no offense, there are just. so. many.)

i have one criticism in that it's not really fun to generally wake up so early and have to wait one or two time periods.  i suggest an option for wake up time when you go to sleep, (rest [current sleep, perhaps slightly shorter,] sleep till morning, and sleep till fully rested.)

i encountered two or three bugs.  the possible one is that the talk menu tutorial played for a second time, and the tutorial conversation does not account for returning the earring previously, if repeated.

after completing the tutorial conversation a second time, the dialong box got stuck while empty, and the time of day changed.  went to main menu and reloaded for the "oh, it's late" animation and text to play correctly.

after the "reward" scene, and the text after leaving the tent, the presumed end of the demo, another empty dialog box is stuck on screen.  reloading from the menu does not fix it, which is why i presume it is the end of the demo.

i'll be watching this as it develops, and providing your steam plans do not preclude selling it here, i'll be buying it here.

(1 edit)

Thanks, I'll look into those. They sound like the kind of bug that happens intermittently depending on your hardware, so they can be difficult to find and clear up.

I was thinking the same about sleeping, and am planning on adding a 'sleep until x' menu, so that should fix the other issue. It might have to be just 'until morning' or 'until night' (since some of the girls will be nocturnal) as the dialog box only has room for four options and there are six time periods.

now, take this with a grain of salt, because i personally hate programming UIs, but you are not really limited by the size of the dialog menu.  instead of multiple buttons, you could use a single dropdown, for example.  or a "slider" with several "notches."

just the two options would be sufficient, though.

Sure, and I've also considered having two 'columns' of options, a paginated approach with a 'next/previous' button or a 'Mass Effect' style response ring, but it's also about keeping things simple. Too many options can leave a player feeling overloaded with possibilities. But we'll see how it goes.

Right now, any extra UI is also extra development time, and even a small menu can be time-consuming to construct. If there's a lot of demand for a more fine-grained approach then I may implement it, but right now I'm concentrating on new areas, girls and content :)

(+1)

sure thing, boss, i get you 100%.  like i said, programming UIs is my least favorite thing to do, lol.