Well, whenever you search through popular visual novels here or vndb you can usually see at least half of them being eroge. So there is definitely a market for it.
ukigumosama
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From my limited experience, people seek eroge visual novels more. My last game even though not an eroge for some reason was marked as NSFW. I found that that it's probably due to monster girl tag, and from what I see the most views from my game came from people searching for NSFW. If the game is of good quality, ero elements are probably mostly viewed as additional perks that will help to get more eyes on your game.
https://ukigumosama.itch.io/goblin-relations
Hello,
I recently made a visual novel featuring a cute goblin girl and a story revolving around a priest protagonist who with her help wants to change how other humans view goblins.
I'm looking for feedback about several things:
- First, the plot. I tried to combine several wild ideas into a cohesive plot. I'd like someone to tell me if I succeeded at that.
- Secondly, should I change the game from NSFW to SFW? For a week I tried to figure out why my game was marked as NSFW in the first place. From what I found out it's probably because I tagged the game with "monster girls" which seems to be an adult tag. I've used it because the heroine is a goblin girl. However, I'm not sure if I should change it to SFW. The game itself has some fanservice and a bit of adult jokes, but I'd like to know other's opinions if it's on the NSFW level. It also seems that most views of my game are from NSFW tag, so it might be beneficial for me to just leave it there, because of that.
- Lastly, I'd appreciate any advice on what kind of audience should I try to market the game to and how to approach it. I've already posted it around different social media, but I think that I should do something that would showcase the game's strongest points, for that, I'd like to see what others would consider its strongest points.
Very creative game, with interesting characters. It actually has a decent amount of world-building. Your art style is lovely. I wish the game would be a bit longer. Some criticism I have is that parts of the dialogue seem unnatural considering that characters have known each other for 3 years and some parts of the protagonist's thoughts in the intro I would consider unnecessary as they are also repeated later in the conversation with Sucre. Also adding at least one additional music track could help too, because it feels repetitive even in a short game. Overall I loved the game and managed to get the "good ending" on the first try.
Hello, I played through your demo. It's a nice game and I liked the sudden tonal shift. The difficulty progression is reasonable. I don't know what the full story version will look like, but I think you definitely will need something to hook up the player at the start because the very beginning is too simplistic I think. Regarding puzzles, the traffic lights in most countries start with green, not blue, so it threw me off when I hit the green button and it was wrong. As for the color mixing one, I don't see why it has to be in a particular order as both red and yellow are used in making orange, there is no hint as to why it has to be red first and yellow second when the other way around also works, but maybe I'm just missing something. So I would rather propose that instead of simply writing a hint it would be better to visually represent it somehow(like putting a traffic light on the map or something for example). But overall the game made me curious about what was going on storywise and puzzles were still enjoyable.
Personally, when writing a story I have a clear idea of the beginning and the end. Then I write the shortest possible way the story can go from the established point A to point B with a minimal cast of characters because this way at least I have finished the product even if I get tired of it later on. When I have the basic bare-bones game I expand it little by little, because you can always add things in the middle and be as ambitious as you like.