Hi guys! Thank you so
much for the feedback! I really appreciate it, (Even the negative, I absolutely want to make this the best game it can be!)
I hear you, I hear you! Just because I got attached to the font after a long search doesn't mean it should stay. I'm already looking into alternatives! Since readability is a big issue, I'll try and update this soon!
Blocks of text/weird text
This game was originally started as a text game (before I realized that the complexity was going to make saving and loading a total necessity.) While most of the later game was written with Ren'Py and the visual novel style in mind, the beginning was all written in another style. I did adapt it to some degree, but it looks like some of it stuck around! Any lines you find weird in terms of description style etc, please point them out in the demo thread!
As for the blocks of text, I do tend to be lengthy to begin with! I'll keep your advice in mind and try to break up some of the bigger blocks.
The text descriptions were written way before we got any art. (See above re: text game) our artist was awesome and had some creative ideas that I loved, I just missed updating all the descriptive text. Thanks for pointing it out! I will fix this right away.
Typos/Misspellings/The case of the missing punctuation
We have edited and gone through the game a bunch of times, but I'm positive there's still a lot of stuff we missed! If you find anything, please point it out in the demo thread!
I chose this resolution after some research and in attempt to keep the huge game smaller in terms of file size. We've tested it out a lot of different sized monitors, if you play full screen, or click the edge and drag so the game gets bigger, you should be able to play it much larger without much quality loss. If this isn't the case for you, let us know!
For the most part, the backgrounds are actual historical art (mostly black and white) placed over textures, with some of my own photos and in a few cases, images photographers and artists put into the public domain. The intent was to make a kind of dreamy, but realistic fantasyish feel. Obviously intent and reality don't always match up! While I like their effect, that doesn't mean they aren't distracting!
As for hiring a background artist, with the vast number of backgrounds required commissioning any skilled background artist would require much more money than is in our budget. If this is something that is really important to people, it's a feature we could potentially add with a kickstarter.
For now are there any backgrounds you find especially distracting? I might be able to change the textures and tone them down? (Although I warn you, I'm especially attached to the your room background, it would take convincing to get me to de-purple it
I feel like I'm missing something, but I can't think of it! Please let me know if you have any more suggestions/questions/concerns
And seriously thank you so much for taking the time to play and give feedback, it really means a lot!
Ah! I remember what it was I was missing! (Of course three seconds after I already hit post)
Ah, menus, how I have bonked my head against the desk over you. Honestly, I'm not that great a programmer, so the only solution I've been able to find is break up the big menus into multiple linked menus (like when you are sending out invitations) which is not ideal. The big top to bottom menu during the conversation screen should only be for the first conversation during the welcome feast section and keep shrinking to more manageable size after that. Hopefully this is a workable solution!
If any of you are genius programmers with a better idea, I would totally welcome it!
This is one of the hardest things for me to know how it goes without lots of feedback. It's supposed to be challenging without being totally frustrating. So please keep me updated with your experiences~
Special Evil Note
~There are actually 9 invitations you can get in the first week~