Creeping in to slip a tiny little post in our thread. Actually,
Devlog #006 is looking bigger than we thought!
Devlog #006
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Behind the Scenes
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Playtesting Feedback
Last month we closed the pre-alpha Ink build of
Primrose Path’s common route outline, which served to prove (1) the basic concepts of our game were viable, and (2) that it interested players in our target demographic. We got fantastic, immensely positive feedback about our characters and story from our playtesters in our post-test form. Here are a few quotes from their responses:
The number of elements of the MC’s [main character’s] life added in to the story in increments helped me not only relate to the MC but also stay interested.
There’s a good variety of calmer moments and more outlandish/exciting/otherwise more high tension moment [sic], no issues for me.
[T]he clients are a rainbow of people with a few that [sic] very much stand out [to me]
By the end, I was definitely considering who I was going to chose as my client and was sad the pre-alpha ended even though I knew it was going to.
I 100% would dance [in a mini-game similar to] DDR [Dance Dance Revolution]
As you can see, the beginnings of
Primrose Path went over well. Players definitely had
a lot to say about our mischievous clients, too! We can't spoil it here, but you'll be able to see for yourself when alpha testing comes to
our server in the future!
All that said, it'd be a disservice not to share some player criticisms too:
This might be silly, but I wish there were an option that weren’t a dress for her outfit to the party.
(It’s not silly, by the way!) This had us thinking about the different ways our protagonist, Lynn Austen, could express herself. The player's concern
introduced a number of new outfits and one gender nonconforming redesign!
The beginning was a little slow, but I love Priya, so all of her scenes brought my attention back instantly.
Priya is an adored fan-favorite, but she's too busy with her own life to carry a whole story! We’ve since
reevaluated and tweaked Part 1: Work Day. We discussed plenty of visual changes and cutting out entire scenes in order to tighten up the overall pace.
Harper seems harsh but has pressure on her to make her harsh, but then you see her and shes [sic] just straight up scary.
While all playtesters understood Harper’s role as Lynn’s no-slack boss, a few found her consequentially unapproachable. We have a lot in store for her in later routes but acknowledge she was sparse during the common route. We’ve since taken this concern and made her more available in new scenes, adjusted her tone in some of the older ones, and had other characters—who have a very different relationship with her than Lynn does—reflect more openly on her. We think this
humanizes Harper much more.
Unfortunately [Bellarmino] feels like a snobbier, more irritating Matt. […] I personally don’t find him very likable but I’m looking forward to being proven wrong.
In our feedback form, we asked about character impressions. We also polled if players didn’t have to play all routes at least once, which clients they’d pick. While character impression responses expressed a willingness to give our
model and fashion designer, Bellarmino LaFauci, a chance, he was our least popular choice in the poll. Interestingly enough, this player compared him to our interactive multimedia artist, Matthias Barousse, who tied among testers for most popular. We think that Bellarmino's personality wasn’t differentiated enough from the company with whom Lynn encounters him, so
we’ve made changes to contrast him more against his judgmental cabal.
So as we went through and addressed feedback, we had some ideas of our own to implement, which leads us to…
Updated Revised Outline
Double the wordcount! Yep,
we’re just shy of 32,000 words for the revised common route outline. Don’t mistake
Primrose Path for a linear narrative—your choices affect the world from day one.
Beyond changes from playtester feedback, other new content includes:
- New Characters! We work to make sure our side characters leave an impression. We’ve added a few more with the means to salvage or devastate Lynn’s career. Until you yourself can meet them, look out for future Lore snippets on our Twitter!
- New Events! Lynn has more opportunities than before, and under different states of mind, to navigate and impact the world around her. Depending on what Lynn did, where, and when can completely change an encounter within that same space and time.
- New Key Items! There are a couple of items Lynn can collect if she meets the right people and takes certain actions. These items can reveal some important information in client routes later on—and some hints for others, too!
- New Areas! A few more places have been added to the common route, including whole new scenes. What could possibly lie behind these doors?
You probably read that and said “Damn, that’s hella rad”, to which we agree. But we do take feedback seriously, so when we can’t decide on what our audience may want, we leave no room for speculation. There’s really only one way to settle that:
VN Protagonist Sprite Survey
We run surveys! We wanted to know how visual novel fans preferred to see a customizable MC represented as a sprite, if at all. It’s tough for us because as much as we want to make Lynn as visually present as her sense of self, we also acknowledge that “immersion” for many players also means different levels of “intrusion” from MC’s sprite—down to none at all, for folks wanting to self-insert despite taking on another character’s existing backstory. While we think we’ve come to a happy medium that serves our purposes and would appeal to a good number of players, we’ll be sharing with you all in a separate post our findings.
Two things are for certain:
- Visual novel players are an incredibly dedicated base, having turned out over 100 responses to our form! Thank you so much for helping us see your side on the matter!
- The communities we frequent overwhelmingly take issue with one specific manner of MC representation—one that seems to plague the industry. If you’re not an avid consumer of visual novels, this begrudged answer may surprise you!
At the time of this post, that survey closed August 5th, 11:59 PM EDT. We'll have a detailed write-up on the results soon, so follow us on
Tumblr to read it when it's posted.
That said...
CGs in Visual Novels Survey
We currently have another survey ongoing! We've got questions about CGs: what you think they are, what role you think they play, which ones you like, and more!
Anonymously submit your opinion to this Google Form until August 18th, 11:59 PM EDT: https://forms.gle/rwtrWqHYm8BhiKXe6
Greyson's Twitter
Greyson’s been taking a break from Twitter for a minute. Working Saturday, Sunday, and Wednesday overheated him, and in that vulnerable time, he caught a virus! So now he’s on sick leave and we’ve promised him an easier schedule of one day a week when he gets better. His new posting schedule will be announced soon.
You can still send him some love on his Twitter account. He’ll be sure to respond when he’s feeling up to it. He’s always there for you—will you return the favor?
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Main Game Progress
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Common Route:
• Draft Outline: 100% ✔
• Revised Outline: 100%✔
• Draft Script: —%
The Artist: Matthias Barousse
• Draft Outline: 100% ✔
Progress on the main game has primarily been on the common route outline. Some interesting things to note are that last time we reported our revision to be at 90%. After implementing feedback, our clean outline doubled in word count and we’ve reviewed it entirely since then. So now we’re thoroughly at 100%!
The breakdown of that is:
- We finished up the common route’s Part 3: The Interviews, in which Lynn meets all her clients whom she may have stumbled upon at a legendary bash.
- We elaborated on Part 2: The Party encounters and added more variations which subsequently trickle over into alternate interactions in The Interviews.
- We added an interactive, portent dream sequence the night of The Interviews, right when Lynn hits the bed after evaluating all potential clients at work.
… and a few other additions. We’ve already started work on the draft script (among other things), but we’ve not had time to properly calculate the percentage. It’ll be updated accordingly in our next log.
What's Next For Us
Top priority is finishing up our common route draft script, focusing our efforts into creating a playable, visual alpha build of Primrose Path. We want to play our game as much as you do! That’s motivation enough!
. . .
We’re focusing on monthly devlogs for our Tumblr, but we have to ask:
Are there other kinds of content and updates you folks would like to see? We want to know!
Shoot us a message in our Ask the Devs inbox on
Tumblr, or hit us up on
Twitter, Discord, and here!
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Final Questions
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- What kind of tone do you like in an MC? One with a lot of wit and humor, a fairly introspective monologuing one, or something else?
- Would you like to see more full-page sketches of main characters, even if concepts aren't final? Or would you prefer art after designs are locked in?
- Would you like to see a couple of our favorite revised snippets from our script draft every month?
- What are your impressions of our project so far?
- Coda