I quite liked the original angle where you were basically a lab rat to these aliens, until they finally realized you weren't just some caveman. Thought it was rather unique for "isekai" (or whatever you'd call it) furry stuff. Hopefully that isn't shortened too much on my reread for this version.
MarisaSame
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I understand that you wanted to converge the routes together, but Brynn's introduction on Frasier's route is almost comedic solely because his guards had practically given the MC a concussion just moments ago. So the friendly introduction contrasting with the possible brain damage got a laugh out of me.
Either way, looks interesting so far! I love "human isekais" or whatever you'd call this genre, so hopefully this VN doesn't suffer from the dreaded 6-12 month update schedules that tends to happen. I'll be keeping an eye on it for sure.
As for the voice in the MC's head, it kind of seems like the voice thinks the MC's plight is just a game? So that would be a very literal interpretation of an isekai trope, which loves to use gamey stuff. Something like the voice trying to use the MC as a game character like in an RPG or visual novel.
For the MC, I understand these types of VNs are obviously catering to a certain type of bottom, but hopefully you can write him to not be entirely helpless (not saying he is now), as he's supposed to be an engineering? student or something, AKA relatively smart, and is from a highly advanced civilization.
Very entertaining. Though it would have been nice to be able to move a bit faster in some of the levels. Either way, I loved the attention to the PS1 details. The final sequence was a good climax as well. Very spooky!
I'm glad you didn't delete this prototype, I always like playing older builds of games. I hope the full version was successful!
Above the blue buttons is the polarization knob that switches between 3 different settings. The polarity filter you need to find could be in any 1 of these 3 modes, so switch between the different polarizations if you're having trouble.
To start, make sure you press the top blue button, and then hold down E on one of the knobs (I like the +5 knob). Make sure you keep holding E the entire time if you want to keep control. Use your mousewheel to scroll up or down, until you see the output data climbing to 100%. Once you get near 100%, make sure your offset speed is at 0 (by using the mousewheel), and hit the blue button again to lock it in.
The frequency filter is similar but also much easier since there's only a single range to search. Just press the 2nd blue button, press E on your preferred speed knob (I like +10), and try to get the output data near 100%. Then lower your offset speed to 0 again (using the mousewheel), and lock it in with the blue button.
You don't even have to be perfect about it. I settle for 80% accuracy on both setting all the time.
That's the problem with ever advancing game engines. It doesn't matter how stylized or "retro" looking your game is if you're developing it on something like Unreal Engine 5, which has higher requirements.
I can understand why the developer didn't actually use the Source Engine though. I'm pretty sure this game's inherent design (the big map) would be difficult to do on Source.
I turned on the main light in the base and my framerate just tanked. Turned everything in rendering down by one notch and the game ran fine after, but hoo... was not expecting the funny fake steam alien game to run my card so hard.
Other than your game running not so great on my ancient 960, I've been having a blast. Hope to see another update soon!