Thank you for the reply! o.o I admit I hadn't considered the unreliable narrator angle... it still deflates things a bit maybe but -
Well anyway.
I'm so glad to hear you plan to continue, though! ><
Gosh. Well I for one desperately hope you continue. Character design, style, tone... not to mention this is a gameplay format I really enjoy. I can see what you mean about it being time consuming - is there a way you can moderate the art demands? Reusable sprites or the like with only art for the really significant moments? Only establishing imagery for locations, and leaving scene description to the text?
There's a not completely dissimilar game called Roadwarden you might want to glance at for ideas about balancing gameplay and art and all.
As for direct feedback on the demo... well you can tell I enjoyed it. My only two points of criticism would be:
1 - The 'You the player character are coming to hear the story from the main character' framing is kind of neat, but it also sucks the tension out of the story a bit. If nothing else, it forces the player to view the potential negative events through the frame of 'Well whatever happened it can't be that bad if she's giving a talk on it in later life. If nothing else I know she survives and has moderate success in the end' whilst also making them raise a brow at some of the intimate details she's apparently sharing with an audience. Is it really necessary when the story could just be first person narrative?
2 - In an 'explore all the events' type game, which the demo is even if the full work probably wouldn't be, having to rely on chance to see all the paths can be a bit of a sod. Obviously succeeding on rolls automatically is out without the kind of scale would merit a difficulty setting, but what about the option to flub rolls on purpose?
Anyway yes gosh I hope you push on with this lord knows I'd pay full price for something like it complete x.x