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>I think it woud be nice if you made game as linear as possible without too much meaningless choices

The game will be pretty linear because making it non-linear would be a pretty big time-sink. And I'm not planning on making money on this in any way, so I only get to work on in my spare time.

There will be some choices that are... non-optimal? For lack of a better term. But I plan on allowing the player to view/review every interesting interaction regardless of how the player progressed through it the first time.

So for example there might be an option to kill a character which would logically lead to an end of their story, but if you choose not to kill them you will be able to go back and see what *would* happen if you did.

A good example of that would be Neko Paradise by Alorth on itch.io - while Neko is not really my fetish it is a *really* well-made game to the point that I could ignore the furry aspect and just enjoy the plot. I think that says a lot.

In the game there is a repository of every major interaction you can replay at will and see what would happen if you chose a different option. There's also an indicator of what you have to do to get the next event for every character, so you don't have to guess at random.

I want my game to be as stress-free as possible, so I think you have nothing to worry about there.

>It is interesting to see that you don't mind to adjust hair on every picture ;)

I don't. I just spent like 6 hours getting familiar with dForce and I let it do all of the busy work for me. ;) If you have a decent cpu/gpu it's a life-saver. Althogh it sometimes fails spectacularly if you don't know what you're doing...
Post number No.42117
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