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(+1)

So pleased to see you back, I hope the troubles you have mentioned in the past have gone away. They sounded pretty serious, so I am surprised and delighted to see you back. Good effort too, given you are likely working on your own, with less than ideal conditions. Couple of comments intended in the spirit of making what a game with great potential even better:

There are cases where the segment of the day indicator (eg, evening) gets confused with the time of day, eg 20:00, so it is supposed to be 8PM, but the game tells me it is midnight and Fuyuka is sleeping. She should not be sleeping at 8M but instead leaning aginst the door near the kitchen entrance where she usually sits waiting for chat or head pats. This inhibits headpats as she is asleep instead and the game admonishes the MC for not head patting her. Slows progress for no reason and is confusing. Maybe your code is looking at the wrong variable?

Events sometimes turn up as a bit of a shock. For example, the presentation of the apartment key just kind of happens and interrupts the flow of the game. I understand it is a required step to progress, but a bit better integration to the rest of the game flow would help.

Same goes for dating Fuyuka. It is a welcome development, but it comes from nowhere at a random time, and in my case the "Date Fukuya" option was revealed at 9PM on a game" Friday night". Nice reveal and we can feel a bit of her heart melt by the way, so not at all bad in that way, but the timing and introduction feels clumsy.

Now I don't know where this goes eventually, but the only place to take her at the start of dating is the park. And no self-respecting MC is going to take his favourite girl to the park at 9PM to watch sparrows that are in the trees asleep for the night. How about showing the dating option only at appropriate times, say like on weekends day time?

Also the dating option icon overlaps the icon for head pats and it is hard to head pat her as the interface interprets it as a date request. Moving the icons apart would help.

Finally I was too busy dating her and missed the fact that I could not afford the rental payment and was subjected to the sudden death end "Expensive girl" or something similar. Now many games have such sudden death features and I would have to say I hate every single one of them. Developers may think they are dramatic and wonderful, but as a player they are a classic pain. If you have spent significant time grinding away at progress and miss just one critical point through inattention to saving, hours of play are lost and must be repeated for no gain.

If you must have fatal outcomes that terminate the game, at least warn the player or autosave somehow so hours of grinding are not lost. This game involves a lot of grinding to make what seems like precious little progress at times, and if you don't happen to be a diligent saver of the game getting a dead halt that is irreversible is downright annoying.

I do understand that saving is a user responsibility, but my most precious commodity is time and losing it to an arbitrary Developer decision to terminate a game without any recourse is downright irksome. Sufficiently irked players drop games and never come back. Perhaps consider an option to turn dead stops off?

It is one thing if a player chooses to replay a game knowing the grinding cost, but is downright rude of a Developer to make the decision for a player about how they are to use their time. Understand clearly, repetitious grinding might be good to string a game out but it is NOT entertainment.

Anyway, enough whinging, good job and significantly better than demo 1, I look forward to future updates.

Regards and hope things go better for you.

(+1)

Wow! Very Appreciated for your detailed comments and suggestions.

I'm pleased to know someone treat my game this seriously, also willing to share your thought to me.

I will look into the problem you have mentioned.

The price of the items, rents and salary were set as close as real life Tokyo, I guess that's mean the life of a poor part-time worker is very hard.

I didn't set the difficulty on purpose, but I will sure adjust the number setting later.