First of all. I'd like to say thanks for putting the time and effort to make your game.
Game development's pretty thankless and as a fellow dev, I just wanted to let you feel seen and appreciated. OK. I'll just get right into the impressions then. First I'll talk about the game on a technical level.
Technical
It was a happy surprise seeing the game made in Unity. Usually games adopt a lot of underlying stylistic decisions that come from their engines. RPGMaker games for instance have a very business like relationship with how players interact with their games, usually focusing on numbers because of the engine's gluttony of database related features. RenPy games suffer in the User Interface and visual design decisions because of its text-based focus.
General Purpose tools like Unity, Unreal and Gamemaker always make me happy, because they force developers to think through each and every decision they make, and I could really feel that with Destination: Delirium. The design decisions were very purposeful and sensible.
Loading was snappy and quick, and navigating menus was direct and straightforward.
I only have two criticisms here.
- I wish I could use my keyboard+ a key to navigate menus on top of the navigation already in place. Since most of the story is spent reading, moving the mouse and clicking is surprisingly annoying for every decision. It'd be much easier and relaxing just press one button to continue conversations or press buttons to select an option to then continue conversations. Maybe WSAD + E to enter. All on one hand. Easy to navigate.
- The mouse scroll wheel does not scroll up text for reading the log of text.
Technical details are the ones where things are pretty objective, but I still managed to sneak in some of subjective opinions lol. Well these are my impressions after all. Next I'll go on to Game Feel which is every thing else. I'll go into the praise and aspects I didn't like.
Game Feel
Thanks for including music.
Seriously.
I don't know why that's so hard to do for other text-based games, but those guys were completely sleeping on the power of their medium as games. Music can help set the tone and atmosphere, and if used well can help immerse the player. You guys used it well. So well, it was the first thing I wanted to mention and it's all praise.
I really liked the UI design. A big box to the right for images, and a big box to the left for text. You're not stealing from Visual Novel standards, and you're not just trying to ape Fenoxo but making decisions that would fit your game in particular.
My favorite part of the UI was how text appeared in paragraphs. Slowly over time. The reason Japanese Visual Novels have text boxes be so small (in comparison) and unassuming most of the time is so that they don't overwhelm the player in text. Players tend to tune out big blocks of text if it hits them in the face all at once. You solved that issue with how the text appears on screen. Not entirely though. Some scenes still have huge blocks as part of them which took me out a bit, but it was a nice change of pace from other text-based games so this was a great decision.
I love the use of color to denote the person speaking as well.
Hope the settings Menu gets a bit of UI facelift in the future :)
I only have two issues with the UI.
- At the start when the player is taken out of the scientist's room and enters their first open space into the clinic it wasn't clear that the player could click and drag to see more of the screen. There were no directions or anything. I kind of figured it out by accident when I clicked around, and held the click for too long.
- Player Choices don't feel visually distinct enough. It took me a few seconds to realize what I was reading was choices the first time one popped up. Using Color to denote choices is not a good decision, because you're already using them stylistically to fit the characters. Personally, I'd just draw a simple box around choices to separate them from the rest of the text, and clearly demarcate them as something else.
I'm a bit worried about combat and other forms of gameplay as I didn't really see any RPG stats or any way to check the player's physical state even though transformation is a core part of the game sexually and narratively.
Writing
The writing so far has been pretty good. The premise of the story is pretty crazy, but I fell into it pretty quickly. The characters all felt like distinct people conversationally.
Art
It's great. Worryingly so.
Hmmm... I should clarify. I don't mean to scare... These are just my impressions.
Art is not easy, and is an investment. Seeing so much of it has me a bit worried as to the amount of sexual content the game will have if they're limited by art, and as to the type of content.
You see. You made a decision that your protagonist can change shape and body. Be feminine or masculine. The art so far doesn't really have androgynous hands. But beefy ones. Or maybe that's just what I saw because of my decision? If it is, then the amount of permutations you "may need" is pretty high. If you need art for every scene, as well, then that means you'll be limited in what scenes you can draw. It'll also feel like a huge waste to some people like me when an artist is paid and spends a considerable amount of time drawing a scene I'd have no interest in.
It doesn't feel as much of a waste when a writer sits for an hour writing out their sexual fantasy about a specific scene, that I'll most likely avoid, but it does feel like a waste when an artist sits for 4 to 5 hours drawing a scene, that exists in the game, that doesn't cater to me sexually.
Which I know will happen because of the open nature of the transformation in the game.
Looking at this from a consumer standpoint just has me concerned for the actual amount of content the game will have. The big benefit to text-based games is quantity after all. They're games where you can sink hundreds of hours digging in and trying to experience every nook and cranny.
For the Future
Maybe I'm an idiot but I couldn't figure out how to save? I hope that feature is in the works.
It seems to me like you might still have some foundational design decisions to think through coming into the future. Or not XD. I could just be overthinking some things or just not have enough insight for my impressions to actually reflect anything.
I found two bugs though.
- Some Debug code was left in the scene where the player gets his room. The text g_playergetroom or something like that, appeared as the last line, before the scene transitioned into me going into my room.
- When I talked to the cybernetic man at the front door to the clinic, one of the lines said MC: Oh OK or something like that. You asked for the player's name at the beginning. I don't know why you wouldn't use it.
...
I'll just get a little personal, so if you don't continue hearing from me, you don't take it personally or anything. I definitely think you're working on a quality product if all of my praise before was worth anything!!!
I haven't really been too pleased with most text-based games.
I'm a cisgender and fully hetero male.
Depending on the writing interests of the people behind the games that usually means about... half or more of the game's content is not for me. Since I'm cis, I wouldn't play a girl and actively court men into fucking as that's not my gender experience and I don't enjoy that feeling. I wouldn't play as a guy and court men either. That's what I meant by half or more.
I'm also not really into male assertive sexual content. Just like how some guys don't like feet, or some guys are bisexual, I can't control the feeling that is my sexuality. I don't have a preference towards sexual content, where the a guy shoves a girl to the bed and pounds her ass while slapping it.
I prefer female assertive sexual content. Like... a girl shoving a guy onto a bed and riding his dick till he creams her a few times in a row.
As you can see that's pretty narrow. The games I enjoy are the ones that are generally selfish in their form of sexual expression. The reason I like MGDs is because it's 100% heterosexual with a male-only protagonist. The split in sexual content is between male assertive and female assertive so for that game 50% of the game targets me, while the other 50% doesn't turn me off, but doesn't really interest me that much.
In a game like yours, with a TF sub-focus, that ratio will most likely be much much less, and with Art as a limiting factor per scene, my sexual expectations for the game are very very low.
Don't want to end on a bad note though! Just wanted to keep it real with you. Thanks for working on your game, and I hope it finds its audience. Good luck! FOR REAL :D