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It looks very good when you are on a regular release cycle. You could farm out some of the aspects to your helpers and while they chew on stuff, you focus on other things, like the game aspects, taking the feedback they gave you and putting it into game code.
#Non monstrum walkthrough update
Not only will it catch errors but also allow some feedback and give you a small pool of people to help you break things up into more workable 'chunks' for each update so that you can more smoothly integrate your writing with the game and focus on a development cycle that's not entirely dependent on you doing everything in stages. If the narrative is your primary concern (and I had a pretty good guess that it was by how the game was built- few choices, lots of reading) then you may want to consider side-channeling in some help from volunteers to proof/pre-read your works. Just some thoughts on the game and thank you, it's well done! It wouldn't be a bad idea to have combat skip options as well so you could just play in story mode. If it's not possible to meet them in some fashion then you need to run a check on the main quests and mark the people you didn't meet in red as 'fails'. I realize the entire nature changes after the main even in Chapter 1 but since the main quests didn't 'fail' those people, they should still exist. I'd like to be able to travel back from Crossroads to Zhuevia (SP?) to try and finish some of the missed areas of Chapter one, people I couldn't find and such. Your choices are very few in the game, which is fine, but folks may not be expecting that if they are just looking at it for the first time. Overall, a nice interactive story game, but not quite a CYOA style game. This is common for RPG Maker style of games, so nothing new there. Once you have the pattern(s) to deal with certain foes, it's rinse, wash and repeat. A few too many fights where I felt it was a little monotonous. While more artwork would help certain scenes, it's not necessary, the game flows well. The whole concept is very fresh and very different from most of the games described here in the forums, Lily is truly a good heroine, to her core, it's like corruption has no hold at all on her, which is amazing and I like it. I'm not normally a slimegirl fan, but Lily is impressive to me. Also, fewer caption style of text and more 'wall of text' read might make it easier to follow in a novella style of pattern instead of the massive amount of hitting the space bar. If you are replaying, a skip might be a good idea to include.
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I didn't see a way to skip it but maybe I missed it. That was a serious amount of text between Chapter 1 and Chapter 2. Also, some way to increase skills like you can with Lily, Scribe and Quinn. This would let players 'level up' their gear while they wait for new content. It might be a good idea that when implementing a new area you put in some kind of repeatable quest, especially with the ability to gain money.
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