You are presented with a bunch of menus that show you some dialogue/sex scene. The sandbox gameplay should be used to give player control how they want to play the game. The choices you make don't have any real impact to the story, they only unlock the next chapter. This game is a kinetic novel (linear story only) that is using sandbox to disguise itself as a game with options. It is a great example of wasted opportunity - how sandbox gameplay done incorrectly can ruin the fun. The game is not fun to play because of the way it is structured. The sex scenarios are great (for this specific genre) It requires events w, x, and y, then do action to unlock it", not these esoteric hints that don't tell you what scene you're even looking at when trying to progress.įor a person who likes linear story about sissyficiation and humiliation. Take a note of every single one, how it is acquired, and ensure that all parts of the game are easily reachable by following a single, set path, and that the user, at virtually any time, can reference something in game that will say "the next event for the plot is event z. The nodes are the scenes, and the connections show dependencies and actions. To the creator: draw out all of your conditional story flags in a tree diagram. I haven't run into unread text in forever, but somehow I still haven't done a required event to progress the plot. at least 100 days later of doing nothing but that, I still don't have whatever hidden flag toggles this event, despite exhausting every single scene any number of times. "If you want the cage removed go work on the street". This game would easily be a 4 or 5 star game if the creator would clearly show exactly what is required to progress down different paths.
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