Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+2)

Decided to write a detailed commentary on this game, which I rarely do. 

As I wrote earlier, I really enjoyed the game and it took me almost a month (I read the story leisurely, taking breaks to do guild quests). 

The first thing I liked about the game was the graphics (as in Natsumi Love Story), which is what made me try to play your visual novels (I'm a very picky person, so I rarely play any visual novels). But graphics are far from the most important thing in a game, the main thing is the story. When I opened the game for the first time, I was immediately pleased with the animated background with Liz, it set me in a great mood before starting the game because it was very smooth and without any bugs. The plot of the game itself seems simple enough, but damn, that's what's missing in games. Finally, I play as the most ordinary character, who has his own weaknesses and strengths (at least at the start, in the future, all the characteristics can be fairly quickly leveled and the initial choice of characteristics ceases to depend on anything, which I did not really like). 

Characters in this game behave like real people, each of them has their own unique character, which allows the reader to believe that such a story could really happen in life, and it's very cool if the author manages to make the reader immerse in the game world.

For example, I really liked the way the author explained the reason why Mira Ann and Liz changed the color of their hair, in real life people sometimes change their appearance to hide from their past life. 

I would also like to mention the humor in this game, it's really on top (from the scene where protagonist tried on the "armor" I laughed for a long time). 

Guild quests though and very quickly begin to repeat, still they are interesting enough to do. 

And now about what I didn't really like and what I would fix if I were the author:

1) The initial choice of characteristic affects the game only in the beginning, unlocking some dialogs, later on there is no difference at all what characteristic you chose. I would make in the future, that the choice of the initial characteristic depends on the further game (for example, if you chose at the beginning of the charisma, you would get a little more money for completing the guild quests, or if you chose at the beginning of the coordination, could in the ruins to notice some interesting detail, etc.). 

2) There are a lot of locations in the game at the moment where nothing happens at all (like a balcony or the roof of a house), which disappointed me a bit. 

3) When I was farming money, I didn't communicate with Mira for 2 weeks, as a result of which the game told me that since I hadn't communicated with her for a long time, she was forgetting me and her love for me had decreased. It sounds really weird, because she's known MC since she was a kid, and then in 2 weeks she suddenly forgot me.

I would remove the love downgrade (or change the phrase that appears if you don't communicate with them for 2 weeks) for Liz, Mira, Ann and Kat, because they know the protagonist since childhood and it looks very strange phrase that after two weeks of not communicating they began to forget you.

4) I'd like to see the results of having completed guild quests, otherwise it's a bit disappointing that there are no changes about quest completion. There is for example a quest where a girl is looking for friends, it would be cool if after a certain number of completions of this quest it would disappear, because thanks to your help the girl was able to find friends. 

In general at the moment I would rate this game at 9/10, because all the above mentioned shortcomings are just my subjective opinion.

As far as I know a new update for the game is coming out this month, I'm looking forward to it! 

Thanks again to the author for the wonderful hours I've spent playing his games, hopefully I'll be able to support you financially soon! :)

(+1)

Thanks for your detailed commentary, I really appreciate it :)

You have some good suggestions, I'll think about them. Especially number 3, Liz, Mira, Kat, and Ann should have different phrasing for that mechanics, great idea!

And on the guild quest, I'm currently planning on making a progression on their quests which will be added on a higher ranked quest when they're available. For example, in the character your mentioned, her first quest is training her to have a conversation, then her second quest will have her try to talk to strangers, her third quest will have her turn a classmate to a friend, and so on.

(+1)

For the first suggestion, if you do accept it, I would make the following bonuses (one for normal play and one for combat) for choosing a starting characteristic:

1) Strength - The protagonist, thanks to his high stamina, is able to visit many more places and do many more things in a day. Damage from strong attacks during combat is also increased.

2) Intelligence - Increases the amount of money that the protagonist receives for working for Sara or Kat, because their work is related to intellectual activity, respectively, thanks to the high intelligence of the protagonist, you can have time to do much more work. During combat, you can always see one of the actions your enemy will take (the Protagonist can guess whether the enemy will attack or defend).

3) Charisma - Weapon and armor prices will be reduced (I understand that in the future in the game you can buy armor and weapons). Also, as I understand it, the game will implement attacks of bandits, but thanks to charisma, the hero can try to avoid fighting with them.

4) Kindness - By doing guild quests in places where other characters are at the moment, there is a chance to increase the love (or friendship) for the hero from the character who was in this location (for example, if the quest must be done near the school, if you do it in the daytime, when Liz is at school, her love, because she sees that you help other people, will increase).
I can't think of how the combat system would be affected by choosing this characteristic.

5) Coordination - When visiting a location for the first time, there is a chance that the protagonist, thanks to attentiveness, will find money or other items hidden by someone (In the story, as far as I remember, most of the men were drafted to the war, some of them could hide valuable things that no one took them); Also increases the damage from quick attacks, because thanks to high agility, the protagonist will be able to make a really fast and unexpected blow to his opponent.

About my third suggestion - in addition to Liz, Ann, Mira and Kat, I would also change Scarlett's phrase, since she can't physically forget you.

I realize that what I'm suggesting is very difficult to implement, so I'm not forcing you to implement my ideas.

I'm just trying to make an already pretty good game better, so I think even partial implementation of my suggestions will make the game much more interesting and thoughtful.

Thank you for reading all the feedback, I promise not to write any more huge texts :) 

(+1)

Thanks for the detailed suggestion!

But for your first suggestion, after thinking about it, the starting attribute was meant to be a slight advantage for MC, like it's just something he preferred to do in his free time, not something he has been training for a long time. Since MC is still 20 years old at the beginning and didn't have any motivation to train hard on any of his skills and just a go with the flow kind of person. That's why the points advantage is also only 10 points.

So, I don't think it would fit the narrative for him to have a unique perk based on his starting attributes. But your suggestion can be turned into perks or skills, and I think some are already implemented, or similar to existing ones, like higher stamina, finding coins or random love increase when visiting locations. But I still appreciate your suggestions, so thanks!

And agreed on Scarlet love decrease phrasing as well, thank you for reminding me on that.