- There’s only so much time to do things and interactions with too many characters can lead to mental overload, so something like 5 main characters that have more of everything and rest as secondary interests with less interactions. Cool thing that’s more of a wishful thinking than real possibility is giving player a decision, which character is a main character (dateable, with more interactions) and which is secondary.
- Character stats are OK, but should have some correlation to gameplay and relationships rather than just be there (higher charm allows to get more points with single interaction, higher int unlocks additional choice etc.). I think just a couple of minigames, but with more expanded, polished mechanics, is better than many click-this-click-that ones, as a form of breather from the story and interactions.
- I think there are way too many phone apps right now, some are redundant with UI (journal etc.), with computer (is computer actually necessary, everything could just be moved to the phone) or with each other (could be a feature in another app), some make no sense in this type of game - the whole market and investing stuff is unnecessary (MiraiBit, overly specific News); casino easily can break money mechanics, since other money activities will be pointless. It also doesn’t help that phone UI is proportionally too small and clunky right now.
- I like all the exploration suggestions, more places to go and see is always cool. Some first time visit events would also be cool as well.
- For content I think some important storyline scenes can be longer, but rest could be shorter and more varied. I would like to see more interactions between other characters apart from MC, so others can also have fun alongside (Yuika falls into that category; this wouldn’t be NTR more of a sharing/NTS, since they still could be pursued). I also think it would be cool to see effect of stats on relationships and choices, e.g. high-physical strength (which could show in MC’s appearance) allows to be a top in relationship - generally having some variation to how MC behaves and does things; also topping paths are underrepresented in this genre and I think they’re hot.
- The biggest navigation problem right now is that the purple shadow used for moving between locations is blending too much with background and is barely visible. I only discovered there’s 3rd floor and rooftop in college after I’ve done everything else. Proportions of UI elements are too small in comparison to screen resolution. With lower window resolutions it’s possible for UI elements to hide behind character sprites and be barely clickable. Scroll wheel in phone is wonky and accidental scene rollbacks happen, should probably rebind or remove rollbacks from scroll wheel. I don’t think hints that spell everything out are necessary, some vague hints are OK, but too much information is not a good idea.
I know you do AI-assisted coding, but I think doing some manual clean-ups and optimizations right now could be benefitial, like using .rpa archives for reducing game size, reducing small lags when navigating between locations etc.