Must have missed this sauna you are talking about hm. So no I was refering to the card game.
It is a lot harder to play tactically when everything has that small chance to miss. Given how the game plays with lanes and "summoning sickness" just one rng miss can lose the game instantly maybe that is the intention? But I find it pretty frustrating.
You bring up a great point. One that I’ve already worked on quite a bit, but not enough. You're absolutely right that it has a significant impact early in the game and doesn’t feel “controlled” since the chances are so low that they don’t seem like something you can plan around.
What I mean is: later in the game, when you face a unit with a 60% dodge chance, you’re aware of the risk and can adjust your strategy accordingly. But when it’s just 10%, you tend to ignore it—so when it does happen, it feels frustrating rather than strategic. This is especially true since units are fairly weak early on, and missing a single attack can make it really hard to win the game, just like you pointed out.
I really appreciate you bringing this up, and I’ll keep trying things and working on ways to improve it.
Thank you for trying the game and sharing your thoughts!
It was intentional for the protagonist to start off as lost, "weak", and uncertain, and is part of his character arc. But I'm sorry if I missed the mark and he, for now at least, annoys you. Hopefully, you'll find him more compelling as the story unfolds. He will grow into a much stronger and determined character, that I can assure you!
yeah, theres a difference between 'out of his depth' and a bit uncertain and this character who, at times, comes off as so dull he needs reminders to breathe
You bring up a great point. One that I’ve already worked on quite a bit, but not enough. You're absolutely right that it has a significant impact early in the game and doesn’t feel “controlled” since the chances are so low that they don’t seem like something you can plan around.
What I mean is: later in the game, when you face a unit with a 60% dodge chance, you’re aware of the risk and can adjust your strategy accordingly. But when it’s just 10%, you tend to ignore it—so when it does happen, it feels frustrating rather than strategic. This is especially true since units are fairly weak early on, and missing a single attack can make it really hard to win the game, just like you pointed out.
I really appreciate you bringing this up, and I’ll keep trying things and working on ways to improve it.
Got some more feedback then while I am at it. With the summoning sickness and going first and second, the drawback of starting with 2 mana if you go first does very little given most cards cost 2 anyway.
So the player that starts gets a massive advantage, you can get some 1 costs later on but before then going first is pure advantage no drawback.
You might be planning on adding 3 costs to compensate in the future what do I know.
Got some more feedback then while I am at it. With the summoning sickness and going first and second, the drawback of starting with 2 mana if you go first does very little given most cards cost 2 anyway.
So the player that starts gets a massive advantage, you can get some 1 costs later on but before then going first is pure advantage no drawback.
You might be planning on adding 3 costs to compensate in the future what do I know.
I appreciate your comment and will continue discussing this with my supporters and testers.
And yes, there are already two 3-crystal cards in the game. More cards are coming, including a few costing 3, 4, and even 5 crystals. Additionally, some cards can act immediately (one is already available in Chapter 2), while others have delayed activation and take more than 1 turn (such as those seen against Tod).
First off, thank you for taking the time not only to play the game but to share such detailed feedback. Before diving into my response, I want to say that many of your points are interesting and some are even being brought to my attention for the first time. Not many people have played the game yet, and even fewer provide in-depth feedback, so this is genuinely valuable to me. It’s a work in progress, and I’m always open to improvements.
This is quite a long and detailed response—I apologize for that! I completely understand if you don’t have the time to read it all. In short: Thanks for your input! I truly appreciate it, and I’ll do my best to make the game even better.
About Being First
This is interesting as I had this same worry and feeling like you do! Though I must admit I'm really surprised about the "you will probably lose" if second.
Short answer: I was aware of this issue and have worked to balance it by reducing the first player’s starting crystals. As new mechanics are introduced, such as stronger units, upgraded cards, spells, and items, the impact of turn order becomes less significant.
Long answer:
This issue wasn’t apparent at first because I was playtesting with later-stage additions that negates the advantage of being first. It's only when playtesting the finished Chapter 1 that it occurred to me that it was way easier to win if you're first.
I discussed this with my testers, and while they acknowledged that going first offers an initial advantage, they didn’t feel it was a major problem, many actually found the game too easy overall.
Still, I adjusted the first player’s starting crystals to help balance things out. some testers then argued that going second became easier, especially when using items. That’s when I started tracking win rates with and without items.
When I read you message I immediately wrote to the testers currently playing Chapter 3. They all seem to agree that the advantage has diminished further with additional mechanics. But I’ll keep a close eye on it. If you're struggling when going second, feel free to reach out—I’d be happy to share some strategies with you!
About Gwent
Not really relevant, but I actually never played much Gwent! I absolutely love The Witcher series, but actually Gwent didn’t really click for me when I tried it once some years ago (8/9 probably). Your comment made me reconsider. I’ll give it a fair shot and see if there’s something in its design that could inspire improvements to my game.
About Items
I’m sorry the item system didn’t work for you. But no, it wasn’t a Chat-GPT idea. From the very beginning, I wanted the game to offer multiple strategic options using three card types: Units, Items, and Spells.
Items were always part of that vision. One of my earliest ideas was combining Elixir of Agility with Rogue (a unit that already has high dodge chances) to make it nearly untouchable. These mechanics weren’t added as a fix for balance issues but as a core part of the strategy. Once spells are introduced, you might find that items fit more naturally into the game. At least, I hope so!
About the Story
The story is still in its early stages within the game, so I understand if it doesn’t feel fully developed yet. Chapters 3 and 4 will bring more revelations, and hopefully, things will start to come together.
And no, this isn’t written by or with AI. I started developing this story years ago, and it has evolved too much for me to even consider explaining it to an AI, or even a co-writer (which I briefly tried during Chapter 2 when someone offered to help). To be fair, I did experiment with ChatGPT to resolve a few plot holes, but the results were so disappointing that I never tried again.
Again, I really appreciate your thoughts. Constructive criticism like this is invaluable, and I'm taking it into account as I work on the game. Thanks again for playing!
Thank you for your answer. I still think the balance is off though. And the probability of losing is much higher if you are not the first to make a move. That's why I am saying it's a bit random. It depends on who's turn is first, which is random, I think, and then you just win or lose depending on that. Balancing it by adjusting the number of crystals doesn't do much, at least at this point. Because on average you can only place one unit, no matter if you have 2 or 3 crystals. So the point of balancing it this way is lost. So the solution, I think, would be increasing the number of crystals to say, 4 or other even number and then halving them for the player whose turn is first. The downside, of course, is that you would probably have to recalculate the costs of units, at least some units. And then recalculate their combat value. Which is a pain. or you can leave the costs as they are, but that might create some other problems. While the battles will be faster, which is good in my opinion, they might become even more random. And it would just depend on which cards you have this turn. So maybe adding the discard mechanic would be nice. Anyway, that's what I think. I think the balance is off (I can't analyze it well and tell you where the problem is, but I feel that there is a problem) and it feels like the battles aren't providing any possibilities for different strategic plays. It could be that the deck is too small for now... Maybe with new units that would change, but then you would have to change it from the start, so the starting deck would be more diverse... idk.
Oh, so you've never played Gwent. It is a cool game. There is a standalone version, which differs a bit from what it is in the Witcher games. I still prefer the Witcher's Gwent. And I think I like it the most in Witcher 1 or 2, I don't remember now. Gwent in Witcher 3 is realized a bit better, but with that it just lost some charm to it. I still love it though.
About the story. Well, that's fair, maybe it is too early to judge it... But... It might sound harsh, but it feels like there's a problem. Like, the best comparison I can give is the isekai manga genre. There's no plot, just ideas and characters. And it's not like I want you or other developers to create a modern masterpiece, so the hollywood would call you to adapt it or something like that. I am fine with what we have in these games, the stories are shit, but so am I. I am shit too. I am just saying that this way of creating stuff with ideas and characters holding it together instead of the plot or general understanding of a story progression, - that's how chatgpt does things and that's why it came to my mind when I was writing my comment.
There's a bit right near the beginning of the game where it's talking about choices and consequences, and it says, "have fun, and don't be afraid to follow your heart, in the end, it's your story!" That's all well and good, except if there are situations where following your heart and making your own choices causes you to miss out on sex scenes (I have no idea if that's true here). This is an adult game; a large part of the reason people play is to view adult content. Most of the time, when I play a choice-based VN (which is not my favorite genre, personally) I use a walkthrough mod if one is available, because making the choices that unlock the sexy content is more important to me than following my heart or forging my own story.
One screen earlier, the game said that most choices aren't definitive, and "you'll have ways to make up for choices you regret." If that means all sexual content in the game is accessible eventually, regardless of what choice you make, then I will feel completely liberated choosing whichever dialogue options tickle my fancy. But if I find that there is content which can only be accessed by making certain choices, then I'm gonna make the choices that unlock the content.
Different people play games like this in different ways. Some people might enjoy "treasure-hunting," trying different options to find different sexy content. I tend to find it very tedious. In any case, this is just my personal perspective of how I feel when I see a sex game telling me to just have fun and follow my heart when it comes to making choices.
There's a bit right near the beginning of the game where it's talking about choices and consequences, and it says, "have fun, and don't be afraid to follow your heart, in the end, it's your story!" That's all well and good, except if there are situations where following your heart and making your own choices causes you to miss out on sex scenes (I have no idea if that's true here). This is an adult game; a large part of the reason people play is to view adult content. Most of the time, when I play a choice-based VN (which is not my favorite genre, personally) I use a walkthrough mod if one is available, because making the choices that unlock the sexy content is more important to me than following my heart or forging my own story.
One screen earlier, the game said that most choices aren't definitive, and "you'll have ways to make up for choices you regret." If that means all sexual content in the game is accessible eventually, regardless of what choice you make, then I will feel completely liberated choosing whichever dialogue options tickle my fancy. But if I find that there is content which can only be accessed by making certain choices, then I'm gonna make the choices that unlock the content.
Different people play games like this in different ways. Some people might enjoy "treasure-hunting," trying different options to find different sexy content. I tend to find it very tedious. In any case, this is just my personal perspective of how I feel when I see a sex game telling me to just have fun and follow my heart when it comes to making choices.
Thank you for your comment! I completely get where you're coming from—I sometimes use walkthroughs too, as they make choice-heavy games feel more comfortable.
That said, you don’t need to worry too much about missing out on adult content. The choices are usually pretty clear—if you show interest, you’ll get the scene; if you don’t, you won’t. It’s really just about deciding what you want and which girl you’re interested in (“all of them” is a possible answer).
The choices that shape the storyline don’t affect access to adult content.
And no, there’s no need for a “perfect playthrough” to unlock every scene. The game uses a point-based system—each action earns points, and if you reached a certain threshold (say, 2 points out of a possible 10), the scene will happen. So even if you miss several opportunities, it’s not a big deal.
For example, in Chapter 2, Jenna invites you to study with her. Choosing not to go might show a lack of interest in her character, but it won’t lock you out of future content yet—there are still ways to build the necessary affection with her later.
If you ever have doubts about specific choices, feel free to PM me—I’d be happy to help! You can also join the Discord and ask the community. And if you’re the kind of player who prefers having everything mapped out, there is a detailed walkthrough available for supporters, but you might also find one elsewhere for free.
Thank you for your answer. I still think the balance is off though. And the probability of losing is much higher if you are not the first to make a move. That's why I am saying it's a bit random. It depends on who's turn is first, which is random, I think, and then you just win or lose depending on that. Balancing it by adjusting the number of crystals doesn't do much, at least at this point. Because on average you can only place one unit, no matter if you have 2 or 3 crystals. So the point of balancing it this way is lost. So the solution, I think, would be increasing the number of crystals to say, 4 or other even number and then halving them for the player whose turn is first. The downside, of course, is that you would probably have to recalculate the costs of units, at least some units. And then recalculate their combat value. Which is a pain. or you can leave the costs as they are, but that might create some other problems. While the battles will be faster, which is good in my opinion, they might become even more random. And it would just depend on which cards you have this turn. So maybe adding the discard mechanic would be nice. Anyway, that's what I think. I think the balance is off (I can't analyze it well and tell you where the problem is, but I feel that there is a problem) and it feels like the battles aren't providing any possibilities for different strategic plays. It could be that the deck is too small for now... Maybe with new units that would change, but then you would have to change it from the start, so the starting deck would be more diverse... idk.
Oh, so you've never played Gwent. It is a cool game. There is a standalone version, which differs a bit from what it is in the Witcher games. I still prefer the Witcher's Gwent. And I think I like it the most in Witcher 1 or 2, I don't remember now. Gwent in Witcher 3 is realized a bit better, but with that it just lost some charm to it. I still love it though.
About the story. Well, that's fair, maybe it is too early to judge it... But... It might sound harsh, but it feels like there's a problem. Like, the best comparison I can give is the isekai manga genre. There's no plot, just ideas and characters. And it's not like I want you or other developers to create a modern masterpiece, so the hollywood would call you to adapt it or something like that. I am fine with what we have in these games, the stories are shit, but so am I. I am shit too. I am just saying that this way of creating stuff with ideas and characters holding it together instead of the plot or general understanding of a story progression, - that's how chatgpt does things and that's why it came to my mind when I was writing my comment.
Thank you for your detailed thoughts! I really appreciate the time you took to share them.
For the balance, I see where you're coming from, and I'll definitely keep an eye on how things evolve as more cards and mechanics come into play. Finding the right balance is an ongoing process, so feedback like yours is always valuable. Just so you know, I take your words very seriously—this weekend, I asked testers to replay the first battles and gather detailed statistics (win rates when going first or second, including RNG impact). I also ran polls with my supporters to get broader input. Quite a few new features are coming with Chapter 3, which might address some of the concerns you raised.
As for the story, I think it’s still early, and I do hope the following chapters will change your mind! There’s a lot planned, and I’m excited to unfold it piece by piece. I could try to justify that there is a plot I’m quite proud of—that it was built before the characters, and that each of them plays a meaningful role in a larger narrative—but of course, those are just words. Instead, I’ll just say that I hope you’ll enjoy what’s coming!
And thank you for the information about Gwent! I didn’t realize there were different versions—I’ll be sure to check them out.
Thanks again for your input! I really appreciate it.
Thank you for your comment! I completely get where you're coming from—I sometimes use walkthroughs too, as they make choice-heavy games feel more comfortable.
That said, you don’t need to worry too much about missing out on adult content. The choices are usually pretty clear—if you show interest, you’ll get the scene; if you don’t, you won’t. It’s really just about deciding what you want and which girl you’re interested in (“all of them” is a possible answer).
The choices that shape the storyline don’t affect access to adult content.
And no, there’s no need for a “perfect playthrough” to unlock every scene. The game uses a point-based system—each action earns points, and if you reached a certain threshold (say, 2 points out of a possible 10), the scene will happen. So even if you miss several opportunities, it’s not a big deal.
For example, in Chapter 2, Jenna invites you to study with her. Choosing not to go might show a lack of interest in her character, but it won’t lock you out of future content yet—there are still ways to build the necessary affection with her later.
If you ever have doubts about specific choices, feel free to PM me—I’d be happy to help! You can also join the Discord and ask the community. And if you’re the kind of player who prefers having everything mapped out, there is a detailed walkthrough available for supporters, but you might also find one elsewhere for free.
That all sounds fine to me at the moment. The only thing I'm confused about right now is how to check on Luna (I can't go into her bedroom, and I never see her outside of it).
But I have run into another "pain point," as they say. When I played version/chapter one of this game, I skipped through a lot of the extraneous dialogue, because I was mainly interested in the card game and wanted to find out how good that was, and also because I don't really care about the lore that much in adult games anyway (like I said, VNs are not my favorite genre). Needless to say, I found the card game good enough to come back for this update. Since I know it's probably gonna be months before the next update, I decided I shouldn't rush through it like before. I figured this time I'd actually read all the dialogue, and maybe the lore would make it more sexy or something. If nothing else, it might build up some anticipation between sexy bits.
I've just now reached the point where the MC has his meeting with Ed's Infodump in the park (the one where he tells about the KMSC, and the Rogue, and the Red Plague, and the Haunted Mansion, and the Galloways, and the fire, and...). Even though the game has mostly been a tease up to this point, I'm enough of a visual person that I've been enjoying simply unlocking some sexy pictures here and there. It so happened that I had just played Level 2 against the French teacher, and she said that the reward would be spicier next time, so I was thinking about spicy rewards as I headed over to meet Ed at 8PM. Let me put it to you bluntly. I had a boner when I started reading what to me feels like an incredibly lengthy bit of world-building, but lost it by the third winding tangent Ed went down.*
So, uh, not really sure what to do about that. Maybe some people get off on massive exposition dumps, I don't know. But for players like me, I would recommend some kind of warning or way to not go through all that right away (maybe something like "you went to meet Ed at the park, and he told you a really long, elaborate, and multithreaded story; would you like to read all of that now, get a brief overview of it, or save it for later?"). From my perspective as a player who's mostly interested in the card game and the lewd pictures, this scene might as well have just been a single slide that said, "the game will now pause for five minutes, please take a cold shower and then come back." I know I could just CTRL skip through it, but then I wouldn't be able to go back and ingest the lore at some other point later (preferably when I'm not already horny). Does that make sense?
*I wrote all that while I was still in the middle of the story, and I see now that it's the end of the current content. That makes what I said kinda irrelevant, because there wasn't gonna be any more sexy content anyway. But it is ultimately still relevant, because there will eventually be more content which makes that not the end of the game, and also because you really, really should add an "I know that's the end of the story content, but I'm gonna keep playing the sandbox stuff to unlock the rewards I haven't gotten yet anyway" option. Like, I'm honestly kinda pissed about having to go back to the beginning (at least the beginning of the sandbox part, because fortunately I have multiple saves), just because you chose to lock the player out of the sandbox part when there wasn't any more of the story part. There's absolutely no need for that. I feel like I wasted my time.
+1 for opening sandbox. There's already a reduced reward for playing against people whose rewards you already unlocked anyway, so if someone wants to grind the card game, all they really get out of it ultimately is more item cards.
The latest version uploaded here is .23, but it looks like you have .26 released. I totally understand early release for Patreon, but it seems like F95 is several versions behind. And that those versions are likely hotfixes for stuff that's broken. Nothing against releasing content later for the ones who aren't paying, but multiple versions behind seems a bit much. Also, if those are hotfixes and not blocks of content, it might make sense to just make those available at the same time for non-patreon too.
The latest version uploaded here is .23, but it looks like you have .26 released. I totally understand early release for Patreon, but it seems like F95 is several versions behind. And that those versions are likely hotfixes for stuff that's broken. Nothing against releasing content later for the ones who aren't paying, but multiple versions behind seems a bit much. Also, if those are hotfixes and not blocks of content, it might make sense to just make those available at the same time for non-patreon too.
That all sounds fine to me at the moment. The only thing I'm confused about right now is how to check on Luna (I can't go into her bedroom, and I never see her outside of it).
But I have run into another "pain point," as they say. When I played version/chapter one of this game, I skipped through a lot of the extraneous dialogue, because I was mainly interested in the card game and wanted to find out how good that was, and also because I don't really care about the lore that much in adult games anyway (like I said, VNs are not my favorite genre). Needless to say, I found the card game good enough to come back for this update. Since I know it's probably gonna be months before the next update, I decided I shouldn't rush through it like before. I figured this time I'd actually read all the dialogue, and maybe the lore would make it more sexy or something. If nothing else, it might build up some anticipation between sexy bits.
I've just now reached the point where the MC has his meeting with Ed's Infodump in the park (the one where he tells about the KMSC, and the Rogue, and the Red Plague, and the Haunted Mansion, and the Galloways, and the fire, and...). Even though the game has mostly been a tease up to this point, I'm enough of a visual person that I've been enjoying simply unlocking some sexy pictures here and there. It so happened that I had just played Level 2 against the French teacher, and she said that the reward would be spicier next time, so I was thinking about spicy rewards as I headed over to meet Ed at 8PM. Let me put it to you bluntly. I had a boner when I started reading what to me feels like an incredibly lengthy bit of world-building, but lost it by the third winding tangent Ed went down.*
So, uh, not really sure what to do about that. Maybe some people get off on massive exposition dumps, I don't know. But for players like me, I would recommend some kind of warning or way to not go through all that right away (maybe something like "you went to meet Ed at the park, and he told you a really long, elaborate, and multithreaded story; would you like to read all of that now, get a brief overview of it, or save it for later?"). From my perspective as a player who's mostly interested in the card game and the lewd pictures, this scene might as well have just been a single slide that said, "the game will now pause for five minutes, please take a cold shower and then come back." I know I could just CTRL skip through it, but then I wouldn't be able to go back and ingest the lore at some other point later (preferably when I'm not already horny). Does that make sense?
*I wrote all that while I was still in the middle of the story, and I see now that it's the end of the current content. That makes what I said kinda irrelevant, because there wasn't gonna be any more sexy content anyway. But it is ultimately still relevant, because there will eventually be more content which makes that not the end of the game, and also because you really, really should add an "I know that's the end of the story content, but I'm gonna keep playing the sandbox stuff to unlock the rewards I haven't gotten yet anyway" option. Like, I'm honestly kinda pissed about having to go back to the beginning (at least the beginning of the sandbox part, because fortunately I have multiple saves), just because you chose to lock the player out of the sandbox part when there wasn't any more of the story part. There's absolutely no need for that. I feel like I wasted my time.
Thank you for sharing your thoughts so honestly—I really appreciate it. You’ve raised some interesting points, and I’ll definitely keep them in mind.
To keep it brief: The story is the main reason for the current stopping point. For it to unfold properly and make sense, certain events take place before the exams. I agree that setting a deadline (exams) wasn’t the best decision, as it led to a forced stopping point. That said, once Chapter 3 is released—currently on track for March/April—the game will be open to play indefinitely. I truly apologize for any frustration this caused, and I can assure you this will be the last time you experience a block like this. My goal was to release content gradually rather than making everyone wait three more months, given how short Chapter 1 was.
Regarding the lengthy dialogue with Ed, I was aware of the risk and even had some concerns. However, my testers and supporters enjoyed it as is and asked for it not to be shortened. That said, I still think you're right and after reading you, I'm now certain I'll add an option for a shorter version in the next update.
I’m really glad you’re enjoying the card game and lewd content! I understand that the VN elements aren’t your favorite, and that’s totally fine—though, unfortunately, they are a huge part of the game. As a writer, the plot is probably the part I enjoy the most about all of this—thankfully, skipping is always an option, and moving forward, you won’t be blocked from progressing.
+1 for opening sandbox. There's already a reduced reward for playing against people whose rewards you already unlocked anyway, so if someone wants to grind the card game, all they really get out of it ultimately is more item cards.
The latest version uploaded here is .23, but it looks like you have .26 released. I totally understand early release for Patreon, but it seems like F95 is several versions behind. And that those versions are likely hotfixes for stuff that's broken. Nothing against releasing content later for the ones who aren't paying, but multiple versions behind seems a bit much. Also, if those are hotfixes and not blocks of content, it might make sense to just make those available at the same time for non-patreon too.
For more details, you can check my comment above, but to summarize: the sandbox will be available in the next chapter, coming in March/April. I couldn’t implement it earlier due to story constraints and timing. This is why the game already looks designed with the grinding in mind.
I want everyone to experience the latest, most polished version of the game at the same time. It’s freely available on my
You must be registered to see the links
, but F95’s rules limit how often I can update this thread (only once every two weeks).
Believe me, I gain nothing from having outdated versions circulating—especially when people report bugs that have already been fixed. I always update this thread as soon as a new public version is released. That said, don’t worry—all versions labeled 0.2x are just Chapter 1/2 updates and fixes; they don’t contain new content.
To keep it brief: The story is the main reason for the current stopping point. For it to unfold properly and make sense, certain events take place before the exams. I agree that setting a deadline (exams) wasn’t the best decision, as it led to a forced stopping point.
It seemed like my Chapter 2 came to a stop one week before the exams, was that intended? I think that's part of what threw me so much, is that the MC's inner monologue kept stressing the exams as the main "ticking clock" of the game, so I thought I had until then to do all the things, and then the rug got pulled out from under me halfway through. But, if Chapter 3 is coming within a month or two, I'm not gonna worry too much about how things are now.
Regarding the lengthy dialogue with Ed, I was aware of the risk and even had some concerns. However, my testers and supporters enjoyed it as is and asked for it not to be shortened. That said, I still think you're right and after reading you, I'm now certain I'll add an option for a shorter version in the next update.
I’m really glad you’re enjoying the card game and lewd content! I understand that the VN elements aren’t your favorite, and that’s totally fine—though, unfortunately, they are a huge part of the game. As a writer, the plot is probably the part I enjoy the most about all of this—thankfully, skipping is always an option, and moving forward, you won’t be blocked from progressing.
As someone who often has very different tastes and ways of enjoying games that the average player does, I'm a big proponent of any systems that let different players enjoy games in different ways. I think this game has a really good balance between story-driven elements for the people who like VNs, and the free-roam card game aspect for the people who like actual gameplay. If your testers like the worldbuilding, stick to your guns on that and keep delivering what the people want. I'll know for next time to just CTRL through that scene, but I do think other players like me will appreciate a quick note warning us when a scene is gonna be long and plot-heavy. If nothing else, I can make a save point right at the beginning, so it's easy to come back and read it later if I skip through it.
The more "best of both worlds" stuff you have like that, the better this game will be to recommend to both the VN and free-roam type of players. I did read every word of text throughout this playthrough, and that was really the only part where the extent of it harshed my vibe, so I think you're doing a very good job of balancing it so far.
It seemed like my Chapter 2 came to a stop one week before the exams, was that intended? I think that's part of what threw me so much, is that the MC's inner monologue kept stressing the exams as the main "ticking clock" of the game, so I thought I had until then to do all the things, and then the rug got pulled out from under me halfway through. But, if Chapter 3 is coming within a month or two, I'm not gonna worry too much about how things are now.
As someone who often has very different tastes and ways of enjoying games that the average player does, I'm a big proponent of any systems that let different players enjoy games in different ways. I think this game has a really good balance between story-driven elements for the people who like VNs, and the free-roam card game aspect for the people who like actual gameplay. If your testers like the worldbuilding, stick to your guns on that and keep delivering what the people want. I'll know for next time to just CTRL through that scene, but I do think other players like me will appreciate a quick note warning us when a scene is gonna be long and plot-heavy. If nothing else, I can make a save point right at the beginning, so it's easy to come back and read it later if I skip through it.
The more "best of both worlds" stuff you have like that, the better this game will be to recommend to both the VN and free-roam type of players. I did read every word of text throughout this playthrough, and that was really the only part where the extent of it harshed my vibe, so I think you're doing a very good job of balancing it so far.
Thank you again for sharing your thoughts—I really appreciate it.
Of course, this is still a work in progress, with only the second version out and much more to come. But your feedback is definitely noted.
Rest assured, the game’s structure will change once the exams are over. You’ll have the freedom to explore at your own pace and decide when most events take place (for example, choosing which evening to meet Ed). These limitations were mainly a way to keep the game on track and were also influenced by the exam deadline.
First of all, I enjoyed the game, that's the reason I'll write a rewiev listing the main thing I would like to change in the game. It can came acrross as negative, but the aim is constructive feedback.
First of all my main issue is the main character. In two chapters, he hasn't uttered a single intelligent sentence. There were some occasion, like when Anya said "I always come up here after a long day. From this height, everything below feels so small, so... trivial." he could have answered something like "It is amazing how a change in perspective can make us feel lighter. We are reconnecting with a greater whole.". Anything rather than his lame internal monologue.
Most of the time, even Ed is outshinning our protagonist.
In fact, i find the scene without the MC more interresting (which is unsual for me). The only of the MC are his dream and is supposed high aligment. But we have yet to see any impact of aligment on gameplay. Maybe you could add some forshadowing very early ? Like for instance when our MC receive his first deck, Ed could have said something like "Good, you can use both Warrior and Archer". In order for the MC to stand out, beyond his ability to use basic logic while playing the game.
After that my main frustration is about card aquisition. I have seen many card in gameplay I can't get my hand on. And so far I suppose we have seen only common card. Why can't we buy or sell card beyond item one ? What about trading ? We got a news in the train about card price, but our MC who is struggling a bit wih money didn't think about using his talent in the very popular card game to make serious money.
Also, I know it is too much to ask for an elary version, but for a game so popular we should have more info about it. Like the stats of higher level card or simply a list of cards.
First of all, I enjoyed the game, that's the reason I'll write a rewiev listing the main thing I would like to change in the game. It can came acrross as negative, but the aim is constructive feedback.
First of all my main issue is the main character. In two chapters, he hasn't uttered a single intelligent sentence. There were some occasion, like when Anya said "I always come up here after a long day. From this height, everything below feels so small, so... trivial." he could have answered something like "It is amazing how a change in perspective can make us feel lighter. We are reconnecting with a greater whole.". Anything rather than his lame internal monologue.
Most of the time, even Ed is outshinning our protagonist.
In fact, i find the scene without the MC more interresting (which is unsual for me). The only of the MC are his dream and is supposed high aligment. But we have yet to see any impact of aligment on gameplay. Maybe you could add some forshadowing very early ? Like for instance when our MC receive his first deck, Ed could have said something like "Good, you can use both Warrior and Archer". In order for the MC to stand out, beyond his ability to use basic logic while playing the game.
After that my main frustration is about card aquisition. I have seen many card in gameplay I can't get my hand on. And so far I suppose we have seen only common card. Why can't we buy or sell card beyond item one ? What about trading ? We got a news in the train about card price, but our MC who is struggling a bit wih money didn't think about using his talent in the very popular card game to make serious money.
Also, I know it is too much to ask for an elary version, but for a game so popular we should have more info about it. Like the stats of higher level card or simply a list of cards.
Hey, thanks so much for playing and for taking the time to share such detailed feedback! It really means a lot, as I’m always looking to improve the game.
You bring up great points! I’m actually already working on several of them, and some will be addressed in the upcoming Chapter 3. As you said, it’s still an early version, and many features are in development.
As you can tell from the game's progress (2.4% by the end of Chapter 2), it’s a long journey—the protagonist has a lot of growth ahead, and many revelations and features are yet to come.
To quickly address some of your points: Protagonist: His behavior is intentional, and its evolution is a key part of his character arc. Chapter 3 marks the first significant turning point, and I’m excited for you to experience it! That said, this doesn’t excuse the pacing in the first chapters, and I’ll definitely revisit them to refine a few things. Thanks for sharing your thoughts!
Cards: A list of cards is in the making! You're right, it's an early version, more features will be added over time—I couldn’t include everything from the start, and I also wanted to avoid making the game feel overwhelming early on. Though you can buy some cards (Units) from Tod already.
Money: At this stage, the protagonist has no reason to believe he can make money from the game. He isn’t aware of any special talent (the player is, but he isn’t) and, as you pointed out, he’s not exactly optimistic.
The only hint he gets is from Ed—a guy he barely knows, who’s a little too passionate about the game—which wouldn’t be enough to change his mindset.
However, as you see in Chapter 2, he starts realizing, along with the player, that the game can actually be profitable, which will definitely shift his perspective moving forward.
French: You’re right, but the informal “Tu” was intentional to create a contrast and make the moment feel more personal (along with her seducing tone).
Player count: Good catch! That number was a placeholder I forgot to update—I’ll fix it right away. It will be updated in the next release, with your name included in the acknowledgments.
I really appreciate your insights, and I’ll do my best to improve based on them. Thanks again!