Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Hello, dear author. 

I want to thank you for the wonderful story. 

The art, music and characters are marvelous. If I could give you 10 stars, I would. 

Maybe you would consider releasing the game on Steam?

Also, If I may, I want to point out some game mechanics that leave me kinda frustrated. It’s about choices. So, some of them give +points in relationships, but several of them are too vague that a new reader must be Nostradamus to pinpoint them. 

!!!SPOILERS!!!

.

.

.

.

.

Examples:

Ray +10 

“Invite him in”

“(be honest) I find them kinda...uncomfortable”

“Here’s some coffee before you go”

These choices are neat and clear because you care about the character and want to be honest with him.

But

“What about him?” and “...really?” (+10)

I can’t really say what the difference is. Why the one gives you points and the other is not. 

I wish authors stopped that practice “guess what the right choice is here, buddy!”

(+2)

Hello! Thank you for enjoying my game :) 
Releasing on Steam in the future is something I would like to do but I do not have any direct plans for, as I am dedicating all of my free time to developing 'Favor' currently.


____________


Regarding the choice you mentioned below, here is my logic:

"What about him?" - is a direct question, indicating curiosity, interest, and willingness to learn what is likely a 'bad side' of Binary star.


"...really?" indicates a pause before the question, with my intention being that the player is either doubting what is being said, not wanting to believe it, or possibly just dismayed towards what is being said. 

To me, this pause indicates the player character having more attachment to Ray rather than the former "What about him?" which is seeking out specifics without any pause or doubt.


I understand this was a little vague and my intentions may not have shown through, but I don't personally always like to make choices straightforward. To me, I feel that the best choice-based vns force the player to take into consideration their situation, the LI's personality, and the tone of what is being said.
Granted, I am not a pro at this as a dev yet, but I would like to continue to improve :)