Skip to main content

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

I really wanted to give this game a try, because its rare to find furry nsfw game which looks this good, but the intro is incredibly long, there is wayyyy too much writing, you could cut out 90% of it.

As it is, I don't have the patience to get through all that text - I have no reason to care - and so I'm quite sad that I'll never find out what the gameplay actually is.

(4 edits)

Hey, thanks for the comment.

I understand, the intro can be long because the game needs a bit of setup for it to make sense (the game's a vn hybrid so there will be lots of text) and it also introduces mechanics like the studying and search mechanic, but I'll take a look if there's anything that can be removed without cutting anything meaningful. I wonder, in which part you stopped?

If you want to head right into the gameplay, in the warning screen (the first screen you get) there's the skip intro button.

The game is still being worked on so feedback is very valuable, thanks again.

(+1)

Hello!

You'd be surprised how little text you need to intro a game actually, and how much players can figure out what is happening on their own.

I don't want to skip  your work! If you give players the skip intro  button before they know how long it is, how will they know if we want to skip it or not? Ideally in a game you want to see the intro, and you might want to skip it on second playthrough, but I'd never want to skip an intro on first play.

What's the absolute bare minimum of communication you can show in the intro to successfully get the story across? Do people really talk as much as that in real life? What you do put into the intro will feel so much more alive if it's cut right down to exactly what you need and no more. Players are seeing your work for the first time and their attention is expensive; they will just shut the game and go elsewhere as soon as you have taken up their time unneccessarily. How quickly can you show them the real guts of the game, the gameplay?

I'm not saying you shouldn't write or have a story or have characters with develop, but your game is a particularly amazing example of consuming the players time for a very long time before they actually learn anything about what the game is actually going to be. Take them there first, then introduce the longer storylines and have the relationships develop.

I have more opinions on visual novels; I think they do the player a disservice, but they are massively popular so I"m not going to criticise them or your goal to be a hybrid too much. But in being a hybrid I think your game could very easily be better than them, it could easily hit a bigger audience.

Hello again! Thanks for your response.

I get what you're getting at, I've definitely played games where the intro was kept short and we got right into the action. Not exactly the style I'm going for but I can't deny that my intro does take a long time. I'd take a look at those games again (and maybe other games too) to give me an idea. Also, you're right about seeing the intro in the first play.

As of right now, I've already halved the intro, keeping the most important parts and the game's hook, the rest was added in the normal gameplay. This will be present in the next update if you're still interested.

I'll start with that and see how it goes from there. Fortunately, the game is still in the early stages so there's room for change.

Thanks again!