I hear you on that, and I totally agree that right now there isn’t a ton of player impact or branching. There are some smaller choices that matter later (like if you don’t kiss Pinky early on, you won’t get the blowjob scene with her later, just the sex scene), but I like doing it that way where the effects show up further down the line instead of instantly.
That said, the game is definitely more linear at its core. My main focus is telling Oridelle and Ozul’s story, along with the other characters going through all these messed-up situations. Choices will come into play more for shaping the endgame, but it won’t ever be a pure “choice heavy” VN.
Originally I was planning for it to be a sandbox after day one, but I scrapped that after negative feedback. If you’ve seen version 0.1 you’ll know what I mean, it was basically a rough prototype that most people didn’t enjoy.
I’m glad you’re liking the art, content, and themes though, that’s the heart of what I want the game to be, even if the structure leans more story-driven than gameplay heavy.
