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are the images AI or hand done?

ai

devs should really be more transparent about that

(1 edit) (+1)(-1)

I play AVNs, rate and comment on them, and add them to my public collections, if anyone wants to see my opinion. I don't want anyone to hate on authors, even me. With that said, I know I am human, and therefore can be crass in my comments, but no matter if I hate the game, I don't hate the author. I sincerely respect authors who allows critical, and sometimes even harsh, comments to stay on their page. I try to write my reviews and comments without any major spoilers,, but be warned, there might be some. Alright, enough self-promotion and emotional blackmail.

This review is written while playing this game for the first time.

!!NB!! There may be spoilers ahead !!NB!!

My first thought when starting the game, is that the text is a bit small. On smaller screens, or if you sit far from the screen, it's somewhat tiring to read.

The character you're shown when starting the game looks pleasantly alien and yet human(oid) enough not to feel uncanny.

The artwork is very good, and even though it so far has been more or less static poses of the characters you interact with, combined with a lot of text, this demo shows some real promise for the future. The story is engaging, and the characters feel like real characters.

I am unsure of how well the creator will be able to implement their personality-not-stats gameplay, because that is a task that require much more storytelling, and therefore can go badly, but I hope they manage to continue as well as they have done in this demo.

The freeroaming interface fits the aesthetics of the backgrounds/locations, and while I'm not saying it needs it, but it may be worth considering whether to make some icons/images for the locations going forward.

As I said from the start, the biggest issue I have with this game, is the text-size. 1-3 pts larger font should make it easier to read, while not making it feel too imposing on the screen. Especially considering how the game's interface shows text; in lower-left quadrant of the screen.

Edit: Final verdict of this demo is that you should try it. It is a very promising glimpse of what has the potential to be great.

Thoroughly enjoying so far. Great beginning to the story. I do hope to see animations in the finished game but definitely wouldn't be a deal-killer without any. Can't wait to play full game! 

This game is beautiful in every way, the story is exeptionally enthralling. Just got through ch. 1 and i dont wanna stop playing!

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This art... is so gorgeous!

I really like the writing, and while I have not yet finished the content that's available at this point, I do have a (albeit minor) complaint. When dealing with the guilders and the dormitory section of the game, the excitement is purely within the textual content, and while it's surely exciting the visuals do not match. Is there anything planned for this? as the art style and direction is absolutely gorgeous!

(2 edits) (+2)

I was playing on Android and I encountered an error while talking with Kalypso in the training room. After you trade secrets the screen goes white and forces you to quit the game. Can't progress with her.

```

I'm sorry, but an uncaught exception occurred.

While running game code:

  File "game/Guilder_SecretTrader.rpy", line 129, in <module>

NameError: name 'learnMissionSecretLabel' is not defined

-- Full Traceback ------------------------------------------------------------

Full traceback:

  File "script.rpyc", line 676, in script call

  File "script.rpyc", line 972, in script call

  File "script.rpyc", line 1006, in script call

  File "Guilder_SecretTrader.rpyc", line 129, in script

  File "renpy/ast.py", line 1723, in execute

  File "renpy/python.py", line 1153, in py_eval

  File "renpy/python.py", line 1146, in py_eval_bytecode

  File "game/Guilder_SecretTrader.rpy", line 129, in <module>

NameError: name 'learnMissionSecretLabel' is not defined

```

(+1)(-1)

Thanks; I'll take a look. As below, looks like one of the random responses is wrong

(+1)

[code]

I'm sorry, but an uncaught exception occurred.


While running game code:

  File "game/Guilder_SecretTrader.rpy", line 129, in <module>

NameError: name 'learnMissionSecretLabel' is not defined


-- Full Traceback ------------------------------------------------------------


Full traceback:

  File "script.rpyc", line 676, in script call

  File "script.rpyc", line 972, in script call

  File "script.rpyc", line 1006, in script call

  File "Guilder_SecretTrader.rpyc", line 129, in script

  File "renpy/ast.py", line 1723, in execute

  File "renpy/python.py", line 1153, in py_eval

  File "renpy/python.py", line 1146, in py_eval_bytecode

  File "game/Guilder_SecretTrader.rpy", line 129, in <module>

NameError: name 'learnMissionSecretLabel' is not defined


[/code]

here is a problem pls look at this I can't continue playing because of this error in game 

(+1)

Thanks; I'll take a look. One of the random responses must have been misconfigured.

(1 edit) (+5)

The fonts are too small. It's hard to read and the bottom menu is too small and too low.

(+3)(-1)

Thanks for the heads-up. Are you on android or PC/mac?

(+2)

A couple of the older guys on F95 are complaining about the small font size, all on PC and especially laptops. I would maybe up it by 3 points or so but it is readable with a bit of effort. The Renpy menu at the bottom has a lot of space you could use between the bottom of the window and the narrative box as well.

(1 edit) (+2)

I might bump it up just a little bit. Part of the problem may be that the project is configured for high resolution displays (2560x1440), so on smaller displays it might be a little smaller than intended -- renpy doesn't seem to be super adaptive for things like this.

The art is good, but i cant enjoy a good reading, font too small. let me know if you make a updade tha fix the size, but for now i will put the game on hold, cant play if i cant read.

Android

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is there animated scenes or plans for it?

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Well, probably not any time soon. Sorry if that's what you were hoping for.

I wanted to focus on text, partially because writing is a skill I want to develop, but also because I like the freedom it gives.

That is, I can have any character do anything, without having to build lots of animations. In that way, there's more room for lots of "pittance game" events, and more imaginative events.

(+3)(-1)

why horns diffrent colour in picture?

(+1)(-2)

In the screenshots? They're actually 2 different characters  :) -- though related. I may try to differentiate them better.

(+4)

Future tags planned ? Harem/incest/ntr/sharing...

(1 edit) (+1)(-2)

Most of the adult content will probably stuck to fun, silly and consensual stuff.

Though I imagine that includes kinks like pet-play, doll-play, sneaking into bedrooms, public humiliation, maybe some bdsm, and other things that have a bit of a psychologic edge, but are fun for all parties.

That said, I think it would be fun to explore some other ideas in the main story. There's a mystical side to the story that will come out, that might have some interesting angles to explore. But I haven't decided exactly how that will play out yet.

(+7)

no ntr pls anything is fine but no ntr

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Impressive story, intriguing  characters and beautiful artwork... I can't  wait to see where things go from here...

(+3)(-3)

So glad to hear to you liked it!

(1 edit) (+4)(-2)

hey first time commenting on anything, really good worldbuilding. I'd love to see what else you come up with next! This sort of set up and story so far is a breath of fresh air. A few ideas: (obviously if its already planned, ignore me)

1. Before each chapter/mission if we could see a dossier or a briefing scene about the girl we're looking for, ie. her basic personality, maybe special skills, anything the academy would be willing to share really. That could even be implemented in the intro before we're thrusted into the world.

2. Maybe add a dormitory feature, where if you're close enough to a character you'll be able to spend the night/spend some time with them, whether thats on the ship or in the guild.

3. I also really enjoyed your use of the text box being displayed where it was, and the mass effect style of choice selection (maybe more than two choices in the future?) it was cool to see something besides the general VN at the bottom of the screen text.

(+3)(-2)

Thanks! Wonderful comment, I really like how you're thinking.

For the first point, there's always a balance between letting this information kind of organically come through via the narrative, and making sure that the reader has all of the information that they need. It's possible I've  got to work on that, I could believe that. I've been wondering if I should add in some kind of codex feature, or something like that, incase the reader feels like, "I've forgotten who this character is," or "I can't remember why we're on this planet," etc.

The first chapter is intentionally a little mysterious -- it's like the main character is supposed to be showing us who they are by what they do and how they speak, as opposed to me just telling the reader that stuff. That is, I want the reader to come to the realization "oh, they can do this and that, therefore they are *this* kind of person."


I like the dormitory idea as well; I think something like this could be a good reward at higher levels of "rapport". There are some games you can set character as an "alarm-clock" or sneaking into bedrooms at night, etc. I feel like this kind of thing would feel like good rewards, and motivate players to get deeper down in the Build Rapport/Pittance Game tree. It seems like the kind of silly devious things guilders might do. Though it does, I admit, feel a tiny bit lonely for the PC to just be sleeping alone most nights.


Cheers!