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Bagulhus

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A member registered Nov 20, 2024

Recent community posts

happy to know that I was able to contribute.

As I said, your games manage to stand out compared to other games because of their story and connection.

While most games throw you straight into the action, with little or questionable “warm-up”, making them generic and even though they have several variations, and thousands of lines of dialog that no one will ever remember after finishing the first “scene”.

Unlike games like “Lone Mother” and “Michaels Family”, which had much less content and inferior graphic quality, and didn't even reach the final scenes, as you yourself have pointed out, but make people come back and ask if the game is still available even after so many years. These games created a connection, so they stayed in the player's memory for years. In the end, it's not about the 1000x variations and positions, but about a journey where the player creates a connection with the characters to the point where curiosity is piqued.

Hello Retsym, I want to make my contribution as someone who has been playing your games for years, since your first projects.

First, I'd like to say that your games are incredible, and here I'm going to point out some of the characteristics that make them so unique, so that they can be replicated more easily.

1 - Context matters - Your games manage to build a convincing context for the events, in other words, you know how to “prepare the ground” for the spiciest scenes, and that makes all the difference. We can't stand generic games with stories that are just an excuse to jump right into the “action”.

2 - The difficulty in obtaining the “reward”. I think this feature could be better explored, but your games also share this characteristic. You see, a player's reward is proportional to the difficulty of obtaining the reward. In games of this kind, the “final” reward can follow a kind of “warm-up” in event A then B then C and so on until the final payoff is achieved. Events A, B and C should give a taste, but not satisfy the player's final desire. As I said, you've done it well, but I think the last few games could have explored this aspect better. More stages to “warm up” the player makes the final reward more satisfying. Some call it depth, but I think there's more to it than that.

a game called “light of my life” does this very well, and can serve as inspiration.

Thank you if you could consider my suggestion, 

Keep up the great work