The update was great. I like the new content. Having at least one set of full rendered scenes for an event for per stage is great. I really like how Danielle’s work content and the hiking events felt compared to other in game events.
The pizza stuffing scene (reward for beating Danielle) is top notch I like how it turned out and if you give some of the feeding scenes a blank dialogue box that needs to be advanced in-between some dialogue that happens in those type of stuffing scenes. (Where the dialogue box covers the changing stuffed levels of Danielle’s belly) I think that would really help. You have some really nice details and changing of her size.
MC work content obviously feels unfinished (in regards to Danielle being there) by comparison it feels lacking. Maybe with shelly and other things working and in it might feel different. I’m not sure how often those events are supposed to happen. I guess the Danielle at MC’s work is a one off scene but they did not trigger the first time I went to work with her at a new weight stage consistently and often didn’t appear ever again. So it felt like it was RNG when it came up. The exception would be stage four that it was like always available.
Maybe because it’s WIP and unfinished that it’s not functioning as intended. But If the plan is having Danielle be around sometimes when the MC picks to hang around. I quite like the idea of maybe it not being an RNG event. And tied to an option within “hang around” that is similar to how the beach, hiking, etc function. A static event that happens when picking an option that has different sets of dialogue depending on if it’s the first time it’s selected or if it’s a repeat (similar to how most other events happen in game.) The RNG aspect of things could be tied to seeing others at work and interacting with them which I assume is the goal with Shelly/(Cindy? poor Cindy lost to the void).
No secret I love full renders the scenes that feature them and the writing for those scenes are the best experiences in game. The weight stage transition scenes, hiking, pizza stuffing content, Danielle office, are what I love to see, they really help flesh things out and are great scenes. Progressively getting better and better (hotter) as it goes on.
I understand doing full renders constantly is not a feasible option for you. I think a nice balance on things that are not one off scenes are events with already defined patterns would be the Danielle office approach. You have a full render scene leading into a weight stage with sprites and dialogue mixed in for a good amount of the scene and then it ends with a nice smaller full rendered scene (normally a few renders). And then on repeat has Sprites with different accompanying dialogue when choosing that activity again followed by the same few full renders to end the event. I really like this I would love to see it implemented for things like the park, bakery, bar, beach. Stuff where the game has some great dialogue and ideas in the scene but I think would benefit from showing us our favorite past time, seeing Danielle eating. Again her work events are the perfect example of how I imagine this.
Because I love the content at the park, beach, bar, bakery but it has always felt very WIP and with the additions you’ve made here to other scenes or adding in new events. They definitely could use some love in my opinion.
The appetite stim in the fourth stage feels like it’s hinting at many a change on how the cooking for Dani might work going forward. Like she is eating a lot but losing consciousness of what she is doing and the implication is her and the MC are not enjoying it now that the cat is out of the bag about the MC’s preferences. IT would be nice to see the options either go away from the WG powder and stims, or add in a more Dani and MC both on board stuffing/over- eating option to dinner. Maybe that is openly telling her that it’s being added in and you have a regular scene where she eats a lot and tries for the MC and then there’s a variation with the stim or something else. I wouldn’t mind seeing this get the danielle office treatment either.
The stuffing option as an activity is nice I like it. I’m not a fan of the click through many menu options over and over to stuff approach, personally. I think it made sense in context when trying to introduce her to something but as a long term design I think it might get more tedious as time goes on especially if repeating the event. I think the dialogue is too limited for the amount of repeating choices and too many repeating choice to stuff to have it stay that way as her weight increases (as the implication would be to have that go on for longer in the same format). Maybe the stuffing scene can have a more Danielle pizza stuff format with the character being able to play the right level of stuffing to get more out of the scene.
For example: It starts somewhere, like going out or being at the MC’s and then you can choose an option to escalate it into the bedroom for more stuffing and playing the “stuffing minigame” to likely have implied sex scene at the end for doing it correctly. Similar to what is done now but not as menu heavy and dialogue restrictive on the interactive stuffing scene to what is currently implemented if you were to look at the overall scene.
I know your laptop is underpowered and graphics card is not where it needs to be. But some of the renders and sprites overall have a ton of noise and quality issues. I think the worst offenders are the hiking scenes especially early on. It gets better (minus radioactive cupcakes) at the higher stages but it was really distracting and off putting in the beginning. I might of gotten used to it? I don’t know. There’s obviously not a solution here outside of a hardware/PC upgrade outside of like render farm services. But just mentioning it.
Overall the update is great I like the content and idea’s I think fleshing out some events in a “danielle work style” approach would help with repetition and making the older content match the feel of your new additions in quality and consistency. And not a bad structure for repeating events going forward in my opinion. It’s a balance that helps not trying to make every event a full render transition event or the opposite of a completely sprite or missing any visual type of events/scenes. I of course don’t mind new weight stages not being in every update if the earlier stages get fleshed out more as well, since this helps you overall.
Keep up the good work this was nice to see things get more fleshed out.