Yeah, the game does suffer from a very rough, long, unintuitive and over convoluted fetch quest that honestly mostly lead to nothing. It’s like they intended the game to be something completely different early on and then making a huge 180 halfway through and deciding in the end on a giantess game.
At some point you just gotta trim the fat and adjust your game towards the direction you’re finally heading at.
Oh and btw for the person above: Don’t feel too bad. Turns out the apartment of the MC is somehow completely different from your starting area at the beginning. Same building, just completely different layout on the inside for god knows which reason.
If the dev ever reads this, listen. AI art or not, at least there’s no pretending and it’s transparent, so fair. It’s a relatively good start, but you gotta keep it simple to the player, man. Encouraging exploration is fine, but don’t make the exploration being such a bore and a chore. Trim the fat if the early game doesn’t matter. Like why are we needing to be some type of certified warrior if it doesn’t play a role into the story and it just drags on? Why so many fetch quests that lead to all unimplemented things which don’t seem like it will either be revisited or simply not matter in the end?
Just some valid criticism. After all, it ain’t my game, but as I said, there’s potential and I would dislike it for people to not give the game a proper shot if they just give up because of the first 15 minutes being a massive headache.