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Enzo
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Thank you so much for your thoughtful feedback; it’s incredibly helpful for me.
To answer your questions, first of all, the “nothing to do” feeling in the early parts of the story is intentional. This is because each update focuses heavily on advancing the main storyline. Since the game design differs from traditional visual novels, it’s set in a large map with a vast world-building element. If I were to spend an equal amount of time in every update enriching the “Breadth(Scope)” aspects, the amount of main story content players would experience would be significantly reduced. My approach is to prioritize progressing the main story and then circle back in future updates to add more daily-life interactions and side stories for the main character and other characters.
I understand that this update pattern might feel inconvenient for players who follow updates regularly, but it seems to be the best trade-off for now. For instance, if a player starts the game at version 0.8 or 0.9, they might find that there are plenty of different events and interactions already waiting for them to explore in the early game.
Regarding daily activities, since you’ve played the content in 0.3.5, you might have noticed dialogue interactions for Claire, Eileen, Rachael, and Lillian on the map. Trust me, I’ll be adding more character interactions in the future. In the 0.4 update, I plan to include fixed dialogues for Claire at home as well as new dialogues for Taylor, Olivia, and Nya. Of course, I’m not sure if I’ll be able to finish everything on time, as it’s a substantial workload, but I’ll do my best to make it happen so players can chat with their favorite girls.
To make up for the wait between updates, I’ve also been including unique small stories in each version. These are meant as little bonuses for the players who support me and follow the game through its development.
As for the character design, it’s completely understandable that you find the main character a bit annoying. That’s intentional—right now, he’s still a rookie(or you may call him Noob lol) who doesn’t know much, whether it’s about relationships or work.
(Any more, and I’d be spoiling things, haha! But you can look forward to how he develops in the future.)
Thank you again for your support and feedback!
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I can only say that my job is to make games, and I regret that your country has strict regulations. Unfortunately, there’s nothing I can do about it, but I wish you all the best.
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I frequently check reviews on itch.io. You’re welcome to leave feedback and ratings there, and I really appreciate it.
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我只能說我的工作就是負責製作遊戲,對於你的國家有嚴格的規定我很惋惜。對此我也沒有甚麼辦法,只能祝福你們。
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我最常看的就是itch.io的評論,歡迎來這裡給予回饋以及評價,非常感謝你。
Perhaps the task description wasn’t clear enough. The ‘Send Message’ task hint does not mean to open your phone and send a message, but rather it’s a part of the storyline. Try skipping time and look for the exclamation marks on the map; you will understand the meaning of this task description.
Initially, when designing, I wanted the task description to refer more to the ‘story content’ rather than the gameplay. This way, it would feel less abrupt.
你好,角色的心情最主要是讓訓練效果提升(可以獲得更多經驗值)。 但我有收到不少反饋是條件過於苛刻,所以本週我會釋出一個定稿的版本是”取消角色對話後的時間跳過”,以及”降低每日心情的下降幅度”。希望這樣可以提升玩家的遊戲體驗。
Hello, the main purpose of the character’s mood is to enhance training effectiveness (gaining more experience points). However, I have received feedback that the conditions are too strict. Therefore, this week I will release a finalized version that includes “removing the time skip after character dialogues” and “reducing the daily mood decrease rate.” I hope this will improve the players’ gaming experience.