magbie wrote:Sure, I can spare a moment. Let's see:
Maledoll route:
1. It's a small thing but in maledoll route when you get to the market and explain selling and buying, there should be a paraphrase, precisely with the words like goods and haggling (stuff, things, merchandise)
2. Like I said before, reasons to be a soldier for MC should be up to player to decide
3. Post marriage dialogue. Paraphrase to "shut up" ("be quiet, quiet or nothing at all)
4. Paraphrase to "No" when maledoll says MC should have some kebab
5. Paraphrase to 'I'll be fine" (I'll be okay, it's okay, words like not and hurt)
Femaledoll route (a lot less here, more is happening and femdoll doesn't listen
I like how you gave them different personalities btw) :
1. Paraphrase to "Wait" - she's going to ignore MC anyway
2. 'happy you're fine' if it's important for plot, then leave the general feeling, but allow narrow paraphrasing like glad, good
3. "do you like them' can be changed to "like, them" - gives much more freedom
So that would be all
Sorry, If I'm nitpicking too much ^^;
Not at all, and thank you so much for those suggestions! We did include synonyms for goods, such as merchandise. As for the reason as to why the player is a soldier, well... we kind of had to force that one because it's impossible to prepare a response for different combinations. XD; The problem with a feature that enables you to enter anything you like is exactly that -- there are so many combinations, and it's impossible (and, I feel, is unsuitable) to cater to them all in a short game. We had no choice but to force some of the answers, and this is one of them. "Happy that you're fine" was another. Sorry about that ^^;
Blane Doyle wrote:Oh hello new male character who has caught my eye where have you been?
His outfit is GLORIOUS.
Ahh thank you so much *///o///* I'm really glad you liked Gilfred's design! I did put in extra effort when drawing him, so hearing others appreciate that makes me so happy. ♥
Anna wrote:I'm not sure how to fix it other than making what you say influence nothing or making the sentence interpret system really good (adding many words, checking what people try by testing it in real life etc may help)... I'm really not sure. Or you could make them "you say this!" choice options to gain points like in Dragon Age, but that's probably not what you're going for.
Here's at least what bugged me about it, and this is just my personal experience: to me it just feels useless to write something which is already half written in the keywords. What bugged me was that it had many keywords for one sentence (many = three), which doesn't leave much room for creativity, but also that the doll asked about mundane things constantly and the conversation just wasn't interesting. So writing something which matches the keywords well enough makes me think it might as well have been a normal kinetic novel, because the influence is zero.
Thanks for the feedback, Anna! Reading through, am I correct in understanding that you had originally expected a flexible system in which what you say determines/influences the outcome of something? If so, then I'm really sorry as this game is... really not meant to be that at all. ;; I'm still unsure of how to best utilise this chat system, so right now, this game is designed to be exactly like a kinetic novel, except that you type in your answers for (hopefully) greater immersion. I'm really sorry to say that the only thing you can do is typing in predetermined answers ;; As I've mentioned, we still don't know where to go and how to best use this, but we're also limited by the fact that we have no writer, and I can't write to save my life. orz We'd love to include a wide variety of responses and have something really dynamic, but it's not possible given the resources and time that we have ^^; (Especially when a friend typed in dialogue like "let's go to the market to look at hot yaois and buy some doujins (((8" rofl...) Again, sorry to disappoint you.
But thank you so much for raising the point up all the same -- it's definitely given me some directions on how we can further refine this in the future.
kittykatlover wrote:Would you be willing to put a Linux demo up?
Ack -- unfortunately, I've tinkered with the files further, so I can't provide a Linux demo at this stage! But if we do have an updated demo up, I'll provide all three versions. Sorry about that.
*
I'd like to say -- with this game, it's not in our intention to have a really complex and dynamic chat system due to one major limitation that we have: the lack of a writer. Without a writer, we can't prepare a wide range of responses for everything, and in view of that, I don't think it's appropriate to have a more complex system that includes banned words (such as swear words or emotes), or forced responses. (e.g. "this is not a town square" will still advance the story, and your doll will still think that it is.) That means that players who type in unrelated stuff won't be penalised, and those who are creative in their responses aren't rewarded. It's disappointing, but we're not really sure how to tackle the issue of how everyone can prepare a unique answer. However, I think that the fact that everyone has different opinions/ways of communicating is beautiful and exciting, which is why I wanted to see a game in which players do type in predetermined answers (unfortunately), but in, at least, their own manner of speech. I was curious as to if this would promote the "self-insertion" that is common in dating sims, and curious as to if players liked it.
I grew up mostly with JVNs/JRPGs, which emphasised self-insertion (see the latest Persona games, for instance). I had a suspicion that people actually like self-insertion as features related to customisation/freedom/dynamism are really popular, so I wanted to see how people would react when presented with the opportunity to "communicate directly" with characters, as opposed to clicking on choices. So instead of clicking on an option to "annoy the character" and be presented with some dialogue of how the MC verbally abuses the character he/she is interacting with, would a guided chat of how the MC verbally abuses the character be more interactive instead? That is -- the same content, but presented in a different manner. That's mostly what I'm looking at for now. :'D
I do apologise if some users expected something more dynamic, and curse my own inabilities to deliver it! But thank you so much for trying the game out and providing feedback so far. Thank you to those who enjoyed the chat feature, too; your support means tons. ♥ I keep repeating myself but I'm really bummed by how this game is basically bad everything (except for the programming NGHH JW'S AWESOME CODING IS THE ONLY REASON WHY PEOPLE WOULD EVEN LOOK AT THIS GAME Q_Q) as it's just meant to be an experiment, and because we don't have the resources or time to make something that's even better OTL But a friend of mine has agreed to be my writer for future games, so hopefully we'll be able to deliver better content.
Tackling each issue one step at a time!
I really wish I had no essays to write so I can just work on this all day OTL