Nice. :) I had to change the opacity setting of the dialogue box because white text against bright color made it hard for me to read. However, since I am light sensitive, it might just be me. :)
Thank you so much for the feedback!
And my apologies about that! I thought that without the textbook, it looks a bit cleaner like subtitles in a movie - of course the tradeoff is that the white color of the text against the background will be hard to read as you said. That was why I decided to include an option to adjust the opacity and also, padded the text or added some shadow beneath the text to make it more visible.
But I will keep this in mind! Was the maximum textbox opacity still too weak for you? I can adjust it to make the maximum opacity darker if that's the case!
I actually had it on half-opacity after I was alerted to that. To answer your question, the full is dark enough. One thing you can similar to games with “Brightness Check”. Since label splashscreen is like any other label except it plays first, you can use it to show a screen. Maybe a screenshot with text textbox opacity at 0, 50, 100 (I think it would be 0, 0.5, 1 in Renpy), and each one would set an initial value for players, and they can adjust it later in settings. :)
Oh! I guess that's like in some games, they ask players to adjust the brightness till they can/can't see a text anymore, but I do this for textbox opacity so that players can set their preference before starting a game, and it's also changeable during the game play! :D
Thank you so muchhhhh for your suggestion! :3