Let me preface this by saying that I understand this game feels like a genuine passion project and unique in its style, topics and fetishes, which I all appreciate and believe they are all well executed.
So do note that the following negative points I will bring up are "nitpicks", the stuff I don't mention are defaulted as good or great, and that I understand that the changes I hope for are easier said than done.
With that said, I believe the main issue with this game is the lack streamlining and player feedback. Let me elaborate.
The progression in this game is difficult, even with a walkthrough, most actions cost you something, whether its time, energy, cognisiveness(?), items, and making you retry from the beginning after needing to fill back your "energy bars", and this applies to progressing with the story, getting some of the sexy scenes or getting to specific locations.
Example: "Nanami is tired, I should talk to her" this I first struggled to even learn that Nanami was in the School garden in the afternoon because the Cat Cat quest overrides the diary entry before that if you start it at the same time (which I accidentally did since I talked to Yuri and Kari about Nanami on the same day), so now I know where she is, but I find out I don't have enough green energy, and the only way I know how to fill it back up is by attending class or chucking some of the meds found in the store which you can only buy one per day, so I do that, go back next day only to find out there is another dialogue option after that which needs more green energy, and I do this 3 times and use 3/4 of my green energy to finally complete the dialog.
This game is labelled with 8h of playtime but even with Framerate x3, most of it is spend going in circles to try to progress or understand how to progress. Like I said before, the second issue is the lack of player feedback to the developper, after skimming through the comments, I learned that in earlier versions, interractible items weren't even hinted at, so no way to differenciate them from background decorations, and despite the addition of the glint, there is still some elements that are hard to notice or still hidden.
Example: The lockpick in the very bright right in the very light blue cushion, the key to the manor's basement behind the curtain, some computers being interactible while others are not, the arm of the frozen girl you're able to cut off with the saw...
The codes you have to take note off, locations of items, monsters, effects, paths, you all have to understand and figure out while also needing to avoid locking yourself out certains areas because of a monster or one of your energy bars... Which will make you need to loop again and again, open doors a thousand times just so they can close back on you, fit into a gap your character's hitbox can only got through riiight at the center... Until you understand and figure out how to get out of said situation, and go back to trying to progress the game. Without the comments here, I wouldn't have been able to figure out how to progress in any of the dreams.
Which makes me go back to the main issues I believe this game has player feedback and the lack of streamlining.
I kept having the feeling when playing that only the develloper understands the mechanics, knows the maps, item placements, etc. Making it easy for them, but not for us. The best example of that is the spinoff, 3 branches, one way to progress on each and nothing that makes you need to reload a save or do a whole other thing to "fix" you progression.
I kind of lost my train of thought but I hope anyone who reads this and the dev understand what I mean by that, but instead of continuing to list issues and examples, I'll try and make the following constructive by proposing some changes to make the game more accessible.
So do note that the following negative points I will bring up are "nitpicks", the stuff I don't mention are defaulted as good or great, and that I understand that the changes I hope for are easier said than done.
With that said, I believe the main issue with this game is the lack streamlining and player feedback. Let me elaborate.
The progression in this game is difficult, even with a walkthrough, most actions cost you something, whether its time, energy, cognisiveness(?), items, and making you retry from the beginning after needing to fill back your "energy bars", and this applies to progressing with the story, getting some of the sexy scenes or getting to specific locations.
Example: "Nanami is tired, I should talk to her" this I first struggled to even learn that Nanami was in the School garden in the afternoon because the Cat Cat quest overrides the diary entry before that if you start it at the same time (which I accidentally did since I talked to Yuri and Kari about Nanami on the same day), so now I know where she is, but I find out I don't have enough green energy, and the only way I know how to fill it back up is by attending class or chucking some of the meds found in the store which you can only buy one per day, so I do that, go back next day only to find out there is another dialogue option after that which needs more green energy, and I do this 3 times and use 3/4 of my green energy to finally complete the dialog.
This game is labelled with 8h of playtime but even with Framerate x3, most of it is spend going in circles to try to progress or understand how to progress. Like I said before, the second issue is the lack of player feedback to the developper, after skimming through the comments, I learned that in earlier versions, interractible items weren't even hinted at, so no way to differenciate them from background decorations, and despite the addition of the glint, there is still some elements that are hard to notice or still hidden.
Example: The lockpick in the very bright right in the very light blue cushion, the key to the manor's basement behind the curtain, some computers being interactible while others are not, the arm of the frozen girl you're able to cut off with the saw...
The codes you have to take note off, locations of items, monsters, effects, paths, you all have to understand and figure out while also needing to avoid locking yourself out certains areas because of a monster or one of your energy bars... Which will make you need to loop again and again, open doors a thousand times just so they can close back on you, fit into a gap your character's hitbox can only got through riiight at the center... Until you understand and figure out how to get out of said situation, and go back to trying to progress the game. Without the comments here, I wouldn't have been able to figure out how to progress in any of the dreams.
Which makes me go back to the main issues I believe this game has player feedback and the lack of streamlining.
I kept having the feeling when playing that only the develloper understands the mechanics, knows the maps, item placements, etc. Making it easy for them, but not for us. The best example of that is the spinoff, 3 branches, one way to progress on each and nothing that makes you need to reload a save or do a whole other thing to "fix" you progression.
I kind of lost my train of thought but I hope anyone who reads this and the dev understand what I mean by that, but instead of continuing to list issues and examples, I'll try and make the following constructive by proposing some changes to make the game more accessible.
- Make the Diary also list how to progress in the dream areas, don't make it skip time or use "energy" to check it, and optionally add a way for quest clues to be pinned
- Keep doors open, including cards ones, despite the existing ways to keep doors unlocked (like admin mode in the lab computer or the one in the secret lab), it is too time and resource consuming to redo if you "fail" in the area.
- Nerf things that use too much of your "energies" like some special character dialogues and buff stuff that can restore said energies.
- Make the interactible stuff even more obvious (potentially switch from something that can glint through walls to a discreet outline, and or the name of the item showing up or a "?" appearing above the character. Give all items description/clues about what they can be used for.
- Make some of the text clues "unlock" ingame options directly (I said I was done with examples but bear with me) Suit teleport locations and corresponding sequences should just end up giving you the option to get to each location once the corresponding log is read, same for the forest pages, which should add some kind of glowing path to the corresponding buried chests and locations imo