![]() The multiple playable characters, interactive characters and occasional branching paths is a tall order, however I am rationing as moderately as I can. I'm of the opinion that I haven't fallen into that trap, or at least not to the same extreme. ![]() I've seen many projects that - in an attempt to attract as many people as possible - promise a paragraph of fetishes and complexity that they will be expected to deliver at some point, often failing at such. It's unquestionable that the Achilles' heel for many early-stage and half-baked H-games is trying to cater too much in too little time. I know the "fight or flight" scenario is part of the update for the son but it doesn't make sense for him to be angry about something that I never said to him.Ĭlick to expand.Of course. When I was about to leave the party he came up to me asking why I was talking shit to him, that doesn't make sense when I didn't even answer his text, I didn't say anything to him. ![]() The only thing I noticed is that I tried messing around in the game to see if I could change outcomes, I ignored that one guy's text who you meet at the party, I didn't ignore the cousin so I went to the party, and I didn't tell the sister. It's early in development so I can understand there's not too much content that should be expected at this point, I'm just saying people might get disappointed waiting a long time for an update if they believe it's not worth the wait, especially since there are so many Renpy styled VNs coming out right now. I'm just saying that you don't want to overwhelm yourself trying to do too much. Obviously, it's your game so you're going to do what you feel is best to tell your story. I start yelling at both along with everyone else, we'll just end up with both devs disappearing and a void where games could've been. If that means I hate this game when it is done, fine, somewhere else is a dev that didn't take shit either and made a game right up my alley. I'm not a dev, so I prefer anything with potential stick to what it did initially, rather than listen to my stupid ass subjective commentary and go off track. Plenty a project has gone under because developers want people to like their game, and in throwing around the limited quantities of attention they have they turn the game into a shallow mess with no sense of direction, inevitably leading to a frustrated dev and an abandoned tag. ![]() Most devs (especially new ones) try to appease everyone, or at least not disappoint anyone. Do you want lotsa choices, or well fleshed out responses to them? He's just a guy, not infinite monkeys/typewriters. Depth or breadth? We tend to confuse them, as well as forget that increasing one complicates the other. ![]()
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