dreamingdaze wrote:Very enjoyable, I love the polish and the original presentation of this visual novel. Very unique and original in my eyes, which made me unable to stop playing/reading until I got all endings. I would have loved a longer read, but it definitely was very well done.
Thank you for playing. I agree that this one feels a little short, I look forward to stretching out and exploring a longer story in my next project.
Reikun wrote:Played this last night and it was great! I felt like a few parts in the beginning where it segued to descriptions of the past broke up the flow a bit, making Jacqueline seem a lot softer than she was presented in the demo (is this a good this? xD). I thought those parts provided enough backstory to show why Jacqueline was so ruthless in doing business, but not quite enough to show how or why she became an alcoholic.
I agree, she talks about a connection between drinking and her mother's approval, but I think I failed to show how incredibly stressful Jac's job/life was.
It was cool that you could choose which act you wanted to start from. If you do this in future works, you may want to consider having subsequent acts unlock as the player completes/reaches them.
D: That menu is supposed to unlock as each act is completed, I must have left my "dev" menu in place. I will fix this, and the typos you mentioned, next update.
But what happened to the being-rushed-into-the-hospital scene that you had in the demo? :0
I felt that to make the scene work I would need to use some paid assets, and I decided to scrap it in favor of keeping the entire game "free". Part of my original challenge to myself was to see how far I could get with free assets.
And thank you for playing, I always appreciate your feedback.
ixWishing wrote:However, I felt like there wasn't enough to Jac's past & backstory. ...Hmmm. At first, I though this Visual Novel would be more of a "find the clues, and find out the killer" type of mystery. Haha. Guess not xD;; .
I originally had the idea of a more interactive mystery but having a narrator character with locked-in syndrome presented challenges (no leg work, no interrogations, etc.). I had trouble thinking of ways to relay information to the player that didn't read like info-dumping. Characters could have conversations in front of her, and she could overhear the radio/tv, but otherwise she would have to rely entirely on her memory. I ended up streamlining the mystery aspect because of this.