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armoredopossum

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A member registered Apr 15, 2023

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Not bad! 

Not much to say story-wise this far since we only really have a fairly surface-level introduction to these characters, but what's there is good for setting up future antics. 

Visuals were really well done for the most part. Arthur and Vivian generally look great, though Arthur looked a bit... plastic-y in the intro? I think that might have been an effect on him to make him look wet? I stopped noticing it later on for sure. Rabbits personally don't do anything for me so I'll reserve my thoughts on the third character. Some of the shots were also fun, like having the phone screen reflected in Arthur's eye.

Sex scene was well-blocked, I thought the animations were smooth and looked good. Also liked the ability to rotate through positions regardless of which one you picked first.

I did notice a few typos, punctuation errors, missing words, etc. but nothing that was overly distracting or inhibited my enjoyment or anything. Maybe something to just take one more proofreading pass before publishing.

I'm not sure what the future plans are for this, but it would be interesting to see the dialogue options have a bit more of an impact on the scene. I think pretty much all of them in this game with the exception of turning Vivian down are just flavor text for the immediately following lines, which is fine, and I think any player interaction is better than none, but it would be nice to see some callbacks or have previous interactions affect how the scene plays out in some, even subtle, way.

As a final comment, I think this is what Mausakrobat28 is trying to say with his, but naming this as "Version 1.0" might be a bit misleading. While there are no hard rules for versioning nomenclature or anything, usually "1.0" means the first full release. Since this is just the first chapter you should probably 1) clarify that this is still in progress somewhere in the description; and 2) change the version number to something like 0.1.

Looking forward to seeing more of this!

Very interesting insight into the AI generation process for this game. Hopefully clarifying the effort involved will temper some of the arguments that using AI necessarily equates laziness. (probably not, but it would be nice)

I'm not going to focus too much on this because I think I, at least to some extent, made my point in the original comment, but if a static image or background works for a particular scene, just use it. I think if you get caught up in making animations for everything whether the scene needs it or not you might end up burning out. Sometimes it's okay to work smarter, not harder.

I understand what you're going for with the "blank slate protagonist" thing, and to that I have a couple comments:

1. While this concept works sometimes (Twilight is probably the most notoriously commercially successful one, but that's an... undesirable comp so let's throw out another FVN like Adastra), character motivation, reactions to scenes, and agency is still important. Maybe another way of looking at it is there's a difference between leaving things open for players to graft motivations or characteristics to and having the MC do things that practically no player would do without explanation.

2. I don't think you should necessarily be averse to providing a more concrete MC in general. Not necessarily saying you need to go into super deep detail about his background or anything, but I think people may connect more with defined protagonists than you might think. People will find similarities to latch onto, which can often be more powerful than trying to paste your personality onto a blank slate.

It's your story at the end of the day though. One of the best parts of creative writing is that there's no answer key; I think there are plenty of ways you can make this story work. 

(3 edits)

Well this is a fun comment section. 

I'm not going to get too much into the AI discussion since I feel like my feelings on that are too complicated to address in the scope of an itch.io comment (which knowing me is probably already going to be way too long). What I will say is that you clearly put in a great deal of effort into making the models and animations for this, and while you're absolutely going to continue getting some pushback, I don't think you should stop making this or stop posting it or whatever. There seems to be a clear difference here in the use of AI in this game and just slapping a quick prompt together and generating a generic anime waifu.

While we're on the subject though, some of the visuals can be a bit rough and there are some errors. A couple that I noticed, for example:

- when Sam is sitting on the bed and his ear twitches, it looks like his face is kinda... collapsing?

- when Sam is walking after leaving the house, one of his feet is plantigrade and the other is digitigrade. In other shots, sometimes both are plantigrade and sometimes both are digitigrade.

While Naho had some really bad takes, I actually do agree with him to an extent on the animations. Having animations for Sam for much of the game is fine, but he does not need to be moving at all times. For example, you can have him be static during the meal scenes where he wouldn't be doing a ton of movement. In seated, static scenes like this, the constant movements can get a bit distracting. 

I also think you should be more selective in moving the "camera" for the backgrounds/scenes. I found this very unnerving when first entering the house, but the more you use it, that effect quickly wears off. Where I think it works is as a kind of subversion of expectations for what a VN looks like. Players are typically used to static backgrounds, so having the background shift to move like a first person horror game can quickly increase the tension by taking the viewer out of their "comfort zone", so to speak. So maybe use that for particularly intense scenes rather than just like, looking at a forest. 

As several others have noticed, there were lots of spelling, punctuation, and grammar errors, but it seems like you're already working on addressing that.

There is also some really stilted sentence structure going on here, and that may be a translation issue.

Ex. 1: "Sam assumed a very reluctant position of initiative."

You can make this sound much more natural by tweaking this slightly to "Sam reluctantly took the initiative." You can make this sound more natural and much more vivid by using every creative writer's favorite buzzwords, "show don't tell".

Consider something like, "Sam hesitated for a moment, taking a deep breath before firmly laying a paw on your shoulder, then stepped in front of you to knock on the door."

In this revision, we're getting across the idea you were trying to with "Sam reluctantly took the initiative" while providing more details about Sam and letting the reader see more clearly how that plays out.

Ex. 2: "It was a kind of gently prodding emotional negotiation without the expectation of a formal conclusion."

I generally try to propose rewrites when I point issues out, but this one is so esoteric that I'm not really sure where to start. I think this sentence should really just be removed, not only for lack of clarity but also as part of a rework to the intro scene.

As others have mentioned, I think we need at least some initial grounding as to who MC and Sam are before the plot really kicks off. I understand there's supposed to be an aura of mystery and that things will be revealed later, but have some dialogue between the pair as they're walking.

Is there something that predisposes MC to follow the fox from the bus station? Is he lonely? Is he depressed? Is he looking for adventure or excitement? Is he a horny gay furry? If the idea is for it to be totally mystical, A) maybe consider having it not be since grounding decisions in character is almost always more satisfying than having them happen solely for the plot; and B) convey some of that with Sam's responses. Have him be aloof, evasive, cagey, but friendly with at least a hint of charisma. Things that make MC suspicious but intrigued.

Also definitely convey VERY early on that MC is a human and that anthros are not normally present in his world. I did not realize either of these until the house and that really changes how that intro should play out. You should clarify this both for the benefit of the reader and because MC should react SOMEHOW to seeing a real world anthro for the first time.

There are a few other moments where the MC should have a much stronger reaction to what Sam is saying. For example, after Sam tells MC that he was wondering if bringing another person into the other world would make it better, the MC reacts by thinking in bold text "The fox had been lonely."

Like, THAT'S your reaction to this realization? Not that he might have selfishly brought you to this weird dimension where you might have to permanently live your life moving from safehouse to safehouse with no one but the person that brought you there?

Obviously we, the audience, and you, the author, are interested in seeing the relationship with the fox guy play out, but someone who is actually in this situation, contending with possibly never seeing anyone they've ever known again, would likely have a much more severe reaction. 

This comment is already going way way way too long so one bug report and I'll get to a conclusion here. While walking after leaving the house, I got a message "Image 'closing mist' not found".

Look, at the end of the day, I think you should stick with it. I know I can be a little heavy with the red pen sometimes but the point isn't to attack you or discourage you. If I thought this game was a trash heap I wouldn't have spent the better part of an hour writing a whole-ass dissertation on my feelings about it and how to improve it. Regardless of the (hopefully interpreted as constructive as intended) criticisms that I have provided, I do legitimately want to see where this story goes and how this world develops. Best of luck to you, truly :)

Aw :) well, glad to hear you find my ramblings at least partially helpful. Looking forward to the next installment!

Spoiler warning for anyone reading comments preemptively. Game is good, go play it.

***

A "Man of the Woods" named JT, huh?

Questionable (probably unintentional) needle drops aside, I thought this was a fun twist. The realization that "David Hart" wasn't Timber's companion but rather more than likely some dead dick that fucked around and found out was a really fun little misdirection. Love the line "You are such a good detective" after the David Hart bit and its irony with full context. 

I generally like the way the relationship is developing, though I think there could have been a BIT more hesitation or tension with some of the reveals as to Timber's nature in this chapter. Like obviously we, the audience, and you, the author, are okay with whatever Timber is doing because we're here for a furry romance fantasy story, but the shift from "OH GOD" to "eh this is fine" seemed a little quick for me for how severe some of the implications were. I don't think it's something where you necessarily need lines upon lines of introspection, but maybe some more moments that are awkward, uneasy, or uncomfortable. Like when MC and Timber are having dinner and MC realizes Timber is eating human tartare, let that scene develop a little instead of immediately changing the subject. It's kind of a major thing that both characters have to adjust to, especially so for the MC.

Otherwise I'm having a good time with this and considering how much seems to be planned I'm interested in seeing whatever additional twists and turns might be coming.

Didn't really notice any typos except for one in one of the lines you added to give MC a reaction to the deer stew. "veering" not "vering".

Couple other comments on Timber:

"Timber just smiles at you, unaware of all the hate in the world" - this is kind of a weird line considering the conversation that immediately precedes it about them getting literally shot for (as far as we can tell at this point) her appearance. Is this supposed to indicate they're momentarily unaware of all the hate in the world?

Sex stuff - how does Timber know what the word "cum" is? Or the concept of "riding"? Like, I understand that instinctually Timber has lust and desire, so the river scene makes perfect sense to me (and I did really like that scene), but them being like sexually aggressive doesn't necessarily track since everything they've learned about the world is through JT, and that would have been a... choice to teach your pseudo child. I think it might work better to have MC's and Timber's first sexual encounter happen more organically rather than Timber being so blunt about it at the end of the chapter (which is also kinda tonally jarring anyway). If you're stressing about MC preparing for male Timber, you can still have the first encounter be spontaneous, but just non-penetrative.

Lastly, unsolicited writing advice for this chapter:

"Show don't tell" is like the most basic writing advice that exists, but it may help to recontextualize it as "letting the scene speak for itself".

Ex. "Timber's world comes crashing down around them. The walls they've raised to protect themselves crumble."

You don't need to directly state this. Focus on the imagery of Timber's reaction in the scene and let that convey those emotions. You're already good at doing this (probably better than you realize) and swapping out those lines for maybe another few details about Timber's actions and expressions in that scene could go a long way (like maybe show how they "surrender", collapsing on MC and sobbing or something). An editor told me once with a similar issue "have a little faith in your audience" - we'll get the point :)

Absolutely! Yeah like it's not realistic to go back through like half a novel and make a bunch of changes, most of my points were intended to be more like just things to consider as you keep developing your writing. Also at the end of the day it's your story and your voice so take and leave whatever works for you :)

Posting for the first time is always stressful (hell, I even get nervous posting comments sometimes) but I think you should definitely stick with it and keep having fun with it.

So good, in fact, that I don't even have to leave a scathing review in a concerted attempt to make you cry :P

Really though, it's clear from the first chapter that you know how to write. That may sound trite, but a lot of the fundamentals are there: framing, pacing, reasonably believable dialogue, logical narrative flow, etc., and I cannot overstate how good that is to see, especially on an initial release. Nice to see you reaching into the lit class bag of tricks to pull out some figures of speech like synaesthesia too.

The VN is almost entirely kinetic for now, and I don't think that's a problem - I typically prefer fewer routes done well over 156 routes that all spin out of control and never get finished. It would be nice to see some more choices down the line, but I think this those could be things that just affect the way a specific scene plays out rather than the overarching narrative to keep the scope in check. I also think the limited scope probably helps with having flexibility for both MC's and Timber's sex/gender, which is huge. Love to see that. 

And now here comes the red pen (all constructive, I promise):

- My favorite piece of unsolicited writing advice to give is that more words does not always mean better words. Like I said earlier, I think you have a good grasp of pacing and when to dip into the purple prose, but there are some parts that can be tightened up. 

Ex. 1: "You feel a sensation flowing through your limbs. Your nerves have fired a message to your brain to know you are injured."

If you tighten the language up here a bit and switch to a more active voice, you can cover that and the next line with something like:

"Pain flows through your limbs, your nerves screaming in agony from every inch of your body."

It's a stylistic choice, but the latter feels more impactful to me.

Ex. 2: "I don't need a rescue team searching the forest for you and finding my humble abode"

This feels a bit forced and awkward and could be revised and simplified to:

"I don't need a rescue team looking for you and finding ME instead."

- I think a little bit more horror ambience at the beginning would be good. Maybe some eerie audio to put MC on edge before they get to know Timber? Feels like they let their guard down way too fast for waking up in a strange cabin in the middle of the woods. Some of the ways you show and not tell with fight or flight are good and I wish we could see more of that before MC finally settles down. I also think the radio at the start is actually pretty creepy sounding, if a bit too loud. Had to turn down the volume a bit since I couldn't focus on reading with it at the default. 

- Minor point, but I feel like in that situation I'd have a bit more of a reaction to deer stew having almost been killed by a deer like 10 minutes ago? Like some sort of trigger or at least a note or something,  I don't know. I was also losing it at MC hitting a deer, eating a deer, and still not remembering that the dude's name was HART lol.

- I know it's kind of a hassle sometimes, but make sure you're using the sprites that you have. When Timber is making a joke or teasing the MC, have them switch to their smile instead of their concerned expression, that kind of thing. A little bit goes a long way there.

- Nitpicky spelling errors and stuff: "flare" their nostrils, not "flair"; "pecs" not "pecks" for "pectorals"; "Gentleman Jack" not "Gentleman's Jack" for less worse whiskey. Timber's mind is gonna be blown when they try scotch lol. Also a missing word in the line "I'll just leave and [you] won't see me again".

Last point - for coding pronouns, I'm no Renpy expert by any means, but I've done it before with just using variables. My go-tos are "pr" (i.e., pronoun, he/she), "pro" (i.e., pronoun object, him/her), and "prp" (i.e., pronoun possessive, his, her), but you can also use variable names for the gender you normally write in. So like if your headcanon default for Timber is a dude, you could use $he, $him, $his and then set the value to "she", "her", "her" if Timber's gender variable is set to female in the intro, that way you just let the writing flow as close to normal as usual. 

Sorry for the book - I can't keep my figurative mouth shut lol. Hopefully some of it's helpful though - good luck going forward!

Hey, not bad for your first game (I think)! 

(Apologies for the length of the post, take from it what you will)

Stuff I thought was cool:

- I think the art style really works here. I personally prefer the more cartoony style over the overly polished AI or AI-adjacent art that seems to be flooding furry media now and I think you definitely put in a lot of effort for providing consistent art assets here. Good stuff.

- Sex scene was the strongest part of the game for me. Art worked, tone was consistent (i.e., not too horny, not too saccharine), and the "blocking" of the characters' actions was well-done and believable. 

- I think quick games like this are a really good way to get started as opposed to jumping in and trying to make a VN with 16 routes or like a full-fledged RPG or whatever. I think this is a good jumping off point and I'd like to see more.

- Always nice to see another opossum appreciator :)

With that said, unsolicited writing advice:

The writing in this game is a bit... basic? Like, mechanically it's fine. No noticeable typos or grammar issues that I can recall. There are just a bunch of spots where this game could really use some "show, don't tell" to flesh out the characters more.

For example, in the intro, instead of just saying "Hello, I am Guy. I have a hobby and a crush on Girl." just open with a scene of James and Olivia interacting. It doesn't have to be like 5,000 words of dialogue, but this is a better way of establishing 1) what their relationship/interactions are normally like (is she chatty and friendly? Is she normally more distant and he just admires from afar?); 2) how she might be acting differently today because of what she's going to ask later (e.g., have James notice that she's anxiously talking more than usual, or conversely seems more aloof and preoccupied); 3) some details about their job, if you deem that necessary. If the conversation is about work, that can clarify what work they're doing rather than directly stating "I work at Company doing Job". 

There are a few other spots in the game that come to mind too. Like when Olivia is sending dress options, maybe have her send a couple comments for each one to walk through her thought process. As is, it looks like she's visibly uncomfortable in two of them, so maybe expanding on why she's considering them at all might give some insight into her character (does she have self-confidence issues? Does she feel pressured to dress a certain way because of her parents? Did she impulse buy a dress off an Instagram ad that doesn't look great in person?)

Another great spot to expand is the car ride to Olivia's parents' house - maybe have her talk about why she's single, use that to expand on her interests and provide a common ground for her and James (e.g., O: "I just don't have time to find a boyfriend because I'm so busy with Activity." J: "Wait, you like Activity? *I* like Activity!" O: "No way! I can't believe you've been into Activity all this time and I never knew!"). This can also give James more ammunition to talk about with her parents besides just like, being polite and not suspicious for an hour.

A couple other suggestions: Maybe a little more lead-in to the sex scene would be good too - like I said above, the sex itself is good to go, but the setup is a bit... nonchalant? Like maybe build on some of those previous conversations and have Olivia express that things went way better than she was expecting and that she doesn't want the night to end or something. Also, the proposal ending feels a bit trite. I think you could just end the story after the sex scene with the pair agreeing to try going out for real and it would still get the job done.

Hopefully that doesn't sound too nitpicky, but a lot of these are things you could add that wouldn't take up a lot of "time" in the script and would go a long way for providing context for the characters, which would make the story more engaging and narratively satisfying.

Neutral comment:

- Not sure why this is in Unity? This seems like it would have been way easier to do in Renpy. If it's like a test run with making a game in Unity before you go on to bigger and better things, more power to you though. 

Good stuff overall - hope you stick with it.

Thanks for the detailed response! Definitely understand that this is just the demo and will withhold further comments on plot/character stuff until the full release. Like I said above, totally support manageably sized productions (they tend to work better than overly ambitious ones that die 10% into development) so looking forward to seeing how that plot unravels.

Regarding dialogue, like I said it's a bit nitpicky, so feel free to take this all with a grain of salt since it's a tougher one to adjust as well. I think "too wordy" might be more of what I was getting at than "too cheesy" though. There are some lines where I think you're maybe trying to put a bit too much into one sentence. 

Example 1: 

"We were coming back from a weekend party at the Vinnie Bar that's like at the other side of town but we frequent that place quite a lot."

could be revised to:

"We were coming home from a party at Vinnie's Bar. It's on the other side of town, but we go there all the time."

Example 2:

"May be one shouldn't be stupid enough to think that chasing some badger across the road in a dead night to take photos of it is ever a good idea."

could be revised to:

"Maybe he shouldn't have been stupid enough to chase that badger across the road in the middle of the night."

/- 

"Those photos couldn't have been that important." (Depending on if the photos are relevant to the plot). 

Breaking those sentences up and removing an extraneous word or two makes the lines flow a bit more naturally and less rushed. Really not a huge deal, just something I noticed.

This is a really great start!

Things that I thought were really cool:

- I love a good mystery and this game succeeded in getting me really interested in where exactly this one is going.

- The opening scene especially does a great job of setting the atmosphere, and the girls' behavior was also uncomfortable/creepy in a way I think worked. Got kind of a Death Game/Knock Knock vibe from them.

- Art is solid and animation, both in scenes as well as animated dialogue sprites, is a level of effort you don't see in most furry VNs. Kudos.

- I love the little fade-ins for instructional text. It's a minor thing but it adds a feeling of "production value" to the game.

Things that I thought could be cooler:

- Actual choices for the protagonist. I know this is just a demo so maybe more is planned, but I personally find it a bit frustrating to play as a dumb protagonist. Obvious trap felt very obvious here and it was a bit annoying to have to watch the protag just go along with it. If that's not going to be optional maybe you can do more in the intro to set up that the protag is prone to impulsiveness or is bored enough with his job to take dumb risks that way his decisions are more in character?

- Use of the protagonist's name. We can set our own name for the protag, but I don't think that's ever actually used since the Renpy character name is still just "You". It would be an easy fix to change this to the character's name.

- Text colors for characters. It's pretty common to see characters in Renpy VNs get unique colors for their nametags, and I think this is helpful shorthand for differentiating between actors in dialogue.

- There's an audio issue where the music that plays during the sex scene doesn't appear to be affected by volume controls other than "mute all". I'm not sure if this somehow got assigned to "voice" instead of "music" or "effects" since that preference doesn't appear to be present.

- The "You" character tag disappears from several lines during the sex scene. Not a huge deal, wasn't hard to figure out what they were supposed to be, but consistency is good.

- A bit nitpicky, but some of the dialogue felt a bit awkwardly delivered, like it was roughly translated. Again, nothing where I couldn't figure out where you were going with it but there were a few "nobody talks like that" moments.

- Interesting that the description says this is the "first half" of the game. The demo wasn't very long, and there's certainly nothing wrong with quick, manageable projects, but it did feel like the mystery that was set up might take more than an hour or two to unravel and resolve. Kind of more of a neutral point I guess.

Overall, this was very fun and I'm really interested in seeing where this goes!

Well that all sounds awesome and it's good to know you were already thinking about some of this too.

To comment on just a couple of those points:

- I'm totally good with a manual; I had suggested tutorial since that's just more common now, but as long as how to play the game is conveyed somehow, that's the most important thing. If you made it like a manual from the late 90s - early 00s where you expanded on the lore like how the Love Rocket competition works in-universe and bios for the characters that would be sick. Seems like that's what you're going for and as someone who got way too excited to rip open the box and read the manual as a kid I'm totally onboard.

- That's actually what I was thinking for the BGMs as well. Introduce with lyrics, then loop the instrumental, then maybe bring back the lyrics at critical moments.

- Don't know how expansive the roster is going to be down the line, but another potential option for Cheshire is giving her another set of levels too. If she's one of your favorites, that would be a way to expand on her background and her and Algie's relationship, and it would also make sense canonically since she's supposed to be really good at this game, so a rematch in another tournament/event final would be plausible.

- I think there are a few NSFW chatbot sites out there, but spicychat is the only one I know of that allows free accounts, which is a plus. I've used it a bit and it does the job for me. Maybe someone in your discord has more knowledge though. 

Looking forward to the updates, keep it up man.

Not sure if this is the best place for this, but I had a bunch of feedback and I didn't know where else to put it so I apologize in advance for the length of this post:

Pros:

- Really enjoyed the game overall.

- Difficulty felt pretty manageable for me, though some of the later levels (especially bonus rounds) do get kinda long just waiting for enemy missiles to wander where you need them to go.

- If I recall correctly, the upgrades were simplified a lot from the demo and I think this was the right move. Progression seemed fair, though getting the 100 coin scratch ticket near the beginning of the game was definitely a gamechanger for me.

- Girls are for the most part diverse and unique, with discernable and interesting personalities. I ended up liking some of them much more than I thought I would. I also appreciate the choice of BGM for each girl that ties into her personality.

- Game is lighthearted and doesn't take itself too seriously, but characters still feel developed, which is refreshing.

- The pace at which this game went from initial demo to respectable initial release is insane and should be applauded.

- Johannes best character 11/10 no notes.

Things that could be improved:

- I think this game still really needs a tutorial of some kind. I played the demo, so I was able to jump in pretty easily, but having no background with the game this is based off, I really struggled with basic elements of the game during the demo, like needing to hit missiles in the points areas to do damage, knowing what cannon is firing, knowing how to see my ammo or that I even HAD ammo, etc. It's all stuff you can figure out but it would save a bit of strife to just have like a diagram or something.

- I still have absolutely no idea how you get scratch tickets. Sometimes I play a round and I have 7, sometimes I have 0 and I really cannot figure out how that works.

- Cheshire. Oh boy do I have some thoughts on Cheshire. I think I see where you were trying to go with some of this but I'm not sure if it stuck the landing.

- Cheshire being intoxicated and hungover for the first couple rounds has some humor/light intimidation value, like "oh she's so good she's the final boss and is beating you while barely being functional", but this kind of stunts her character development. All the other characters kind of steadily ramp up as you progress, learning more about their background as you consistently build sexual tension. With Cheshire, the conversations are "I'm drunk", "I'm hungover", "I have minor daddy issues", and "I guess we're gonna bang now lol". Her "chapter" just doesn't really flow like the others do. Like I'd be really curious to see how you wrote her chatbot personality because she's the one girl where I'm not sure what her personality even is.

- I think Cheshire is also the only character with BGM that has lyrics. At first, that felt hype, like emphasizing how she's the final boss so she gets something special, but the issue is her rounds are just super long (maybe I just suck lol) so that "I'm Cheshire" hook gets really old really fast. Ended up having to mute the game for a bit towards the end since it was really starting to get grating.

- Might be alone in this opinion, but I don't know how I feel about the bits about competitors being required to have sex at the end of the match if they lose. I think it would be a bit more fun if getting their clothes blown off was part of the game, but they just agreed to hook up with Algie because they developed chemistry rather than it being some rule. It feels like this is the case for most of the girls anyway, but sometimes it felt a bit forced.

- Some of the borders of the hitboxes can be really hard to make out. Ella's groin hitbox on the last stage of her bonus round particularly stands out.

- There's an error with the tooltips/mouseover text in the upgrade menu. At least for me they all display the description for missile production, regardless of which upgrade you hover over.

Other stuff that would be cool:

- Rewards for beating bonus rounds, like an additional picture or something. I'm not going to like, demand the extra CGs for that though. Just would be nice.

- Being able to replay earlier rounds, in case you want to replay a girl's story without deleting your save or something. If there's currently a way to do this, I haven't found it.

- Maybe having some conversation options to make the pre-match scenes a bit more interactive?

- Skipping dialogue for pre-match scenes that you've already seen. Again, if this is already in the game, I don't know how to do it.

- Regarding the chatbots, I'm by no means an expert on AI chat stuff, but I wonder if an actual NSFW service like spicychat.ai would be better than character.ai? I don't know if there are better options out there but it just feels kinda... underwhelming to have a strictly censored chat with a character that explicitly states they're going to give you a prostate massage with their tongue in this game.

Overall, really liked this game. Hope you stick with it.