Ranter wrote...
Good evening from me too. I just recently found about about the whole project and it's my very first visual novel of any time. Must say that the demo took me by (pleasant) surprise, it was far better than what I'd expect to just find on the net.
Cutting to the chase, I'm somewhat curious about the story, the characters and their world itself rather than the more technical stuff. Not sure how many share my point of view but anyway.
- Don't you feel that every character, expept from the main protagonist, are far too positive towards their special cases for their age? Being in good terms with something like that needs both an optimistic character and maturity. And in this settlement there are at least 5-6 of them gathered together. Don't you feel it's a bit too far from reality?
-Also, if you acknowledge the above as true, would the reason be that it's because a "game" with characters all shut to themselves and gloomy (or worse) wouldn't appeal to the base of the users or is is something else, like a deeper point in all that?
-Apart from that, I think I've noticed that, at least in the demo, there's not only way of getting the ending you pursue (namely, I'm pretty sure I got to Hanako's end with both playing defensively and offensively in Risk). Are you using some type of point system (Doing X gives/takes Y points to/from Z character)? And, in any case, will this be used in the full version as well?
-Following closely, my only dissapointment from the demo was that the user choices were not as many as I'd have thought, not always mind you, but through certain courses I think I may have been asked to pick a reaction 4 times. I imagine that this would mean much more work from your part, and that you can't possibly answer "We're gonna have 25 reaction points in the full version". Simplifying the question, how would you commend the level of the user's interaction in the game's progress?
Tnanks in advance.
P.S.I was sure I had something more to ask but I can't remember right now. Hope that double posting won't be frown upon, IF I remember anything.
Half of the main characters were born with their disability so don't know what it is like to be "ablebodied" and the rest have had time to get adjusted to it. However, Yamaku has many students who do not cope as well with their disabilities as Rin or Lilly do (Hisao is an example, and some are even more depressed). And who knows what the characters think when they are awake in the middle of the night alone, staring at the ceiling of their room...
Act 1 does not use a point system as such, though any flow control system like this is always equivalent to one. The way it's coded, various choices rise "flags" which might not affect all girls (why would Hanako care how you play Risk against Shizune?) which then decide how the story progresses.
I'm very happy with the outcome of the flow design in Act 1. A visual novel is not a game, and not even a dating sim so the limited interactivity is not a negative thing in my opinion.