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This visual novel put many thoughts in my mind.... Which is definitively better than forgetting i even played the game, but.... Most of these things aren't good.


But i'll start by the things that are. The writing is good, a spin in the isekai trope that takes its subject matter more seeriously, and the protagonist doesn't inmediately forget about home (Even though he does shift the thoughts of it aside, for good reasons). He can be a bit of an asshole at times, seemingly having mild anger issues, but that's not necesarily a bad thing. If you're tired of your average sloppy protagonist he's a breath of fresh air.

The visuals have a bold graphics style that differs from your usual KKVN, and they actually pull it off most of the time, though they may not be everyone's cup of tea. In my personal opinion thought this game looks interesting in a good way.

But that's where i have to stop to sing it's praises. To put it bluntly, this game suffers from having a rather player-hostile design, which starts actually pretty early, right after you start it. The game opens up with both a disclaimer and a request for donations. Neither of them are a problem by themselves. Usually, anything this early into launching the game would be skippable, but this game in particular forces you to spend a few seconds in these screens for no good reason. The disclaimer is funny, but i don't want to be forced to read it every time i start to play.

But i dwelled too much in what isn't that big of a deal. Here comes the good stuff. The quest design. "Quests", this game's method of guiding the player, are terrible at it. Very often you will have a ton of quests in your plate and they will either rely on another quest being completed (And you have to click the leaf icon on it to even know this), or the time and place information will be out of date (And again, you will have to click the leaf icon to know this). There was a point where i had 5 quests active, and 3 of them were a chain that required the previous one to be done. Why show quests i can't do? It clutters the menu that is already rather bothersome to navigate (All the times you have to activate it makes the little opening animation to get annoying really fast). I'll just like to leave my lastest predicament out here regarding Sara, two quests (Of course two because we can't be a normal VN) want me to get closer to her, but in both morning and afternoon i can't talk to her. And of course neither of the two quests tell me when i can actually do so. (One of them does tell me to talk to her in the morning, but again, i can't.) So either i'm missing a Sara timeslot that somehow opens up with zero warning whatsoever, or the game is broken which i doubt.

That's all i have on quests, so i'll move on to my next point: The general gameplay loop. I try to respect the developer's intended gameplay as much as i can (within reason) so i played this on normal difficulty without the easy cooking patch, and inmediately found out why those were requested.

As far as i played, there were 2 minigames: Cooking and fishing. The problem with Ren'py minigames is that it's hard to make them not become boring. This game tried and failed.
The first problem with the cooking minigame is a minor one. It doesn't really count how many ingredients of the needed type you already cut. I'm willing to accept that this is only an issue for me though, so we can move on to The Chicken. The Chicken requires way too much attention, which is a problem because for example, you need to cut every single tomato you see to get all 5 of them. The Chicken requires way too many slices and then you have to click on it to avoid Marty from stealing your loot. The rest of the minigame is alright i guess, basically Fruit Ninja with an objective, but you can tell there's a reason Fruit Ninja is a moblie game.

The second minigame is the fishing minigame. All the budget went to the cooking minigame, so this one is far less troublesome due to it being extremely simple. 3 icons, two are fake, hover over them to find out. Of course the game design can't be normal, so we are forced to sell our load every 3 fish caught. Out of the three KKVN's i played that have a fishing minigame, this is definitively the weakest, but when everything in the game's design feels like it's trying to fight you it becomes somewhat of a relief.


So that's it. Somewhere in this text it started feeling like a rant, but those are my honest feelings about this game. It has a strong vision with many cracks that make the gameplay loop frustrating at times, to the point of making it hard to even open the game at the worst of it. It feels like the developer looked at Hero's Harem Guild's design and tried to put his spin on it, but somewhere in their kitchen, a big fat bottle labelled "Lessons in Love's clunky, grindy and short-sighted game design" fell into the cooking pot, spilling all of it's contents inside. Obviously theres not a hint of LiL in this game beyond, again, the frustrating and grindy design, i simply wanted to draw paralels to other works that i know. 
 
 

Hi, thanks for such a detailed review.

The cooking minigame does count the vegetables correctly — it's just meant to be a bit of a memory game as well. At least for now, until I add skills that will make it easier. I was honestly a bit shocked myself when I first realized what I had created, but eventually I came up with a strategy for keeping track of how many vegetables were left.

Regarding multiple quests being available at the same time, that's something I genuinely haven't figured out how to solve yet. I do have some ideas, of course, but I haven't been able to work out how to implement them properly.

By the way, the fishing minigame was made back in 2022, when I was just starting to learn Ren'Py (I'm not a programmer, by the way), and it hasn't really changed since then. I simply haven't gotten around to improving it yet.

Interestingly enough, my game does occasionally get compared to HHG, and for a long time I couldn't understand why. About a year ago, I actually had to launch the game myself just to figure out what people were talking about. But at least it helped me remember where my idea of having the MC live in an attic came from.

As it turns out, I had actually played HHG at some point — probably around 2018, though I don't remember exactly. Back when it didn't even have any H-scenes yet. I had completely forgotten about it, but apparently the idea of the attic somehow stuck with me.

If skills are added to the cooking minigame, i think it would benefit from a difficulty escalation. For example, a new starter dish would be one that requires a few less ingredients and no chicken, then you'd have one that foccuses on chicken so you can learn how to deal with it, then you can get skills that make The Chicken situation easier. But this is merely a suggestion.
The biggest problem in my opinion is that since you seem to be the only playtester, the minigame will feel easier to you than it'd be to the average player. And that's how you end up having to make an easy mode.

I wonder how the "Quests that require other quests showing up" issue showed up.

Well, the MC learns about something and needs to do something, so a quest appears. However, he can't complete it yet because he lacks certain information or the means to do so, which is fairly realistic in real life.

For now, this is the solution I've "come up with" for this problem.

With this feature, it's immediately clear that the quest can't be completed right now simply because the MC doesn't currently have the means or ability to do so.