Hey @TonyLi ,
A few thoughts about Mixing Suns. Note that I’ve played only a few Visual Novels, but I’ve never even heard of this particular subgenre.
First impressions (will be really nitpicky because I just type what I think as I go, also may be not applicable):
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Interesting theme. Nice art.
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Don’t like having to move mouse across screen to click away dialogues. Clicking anywhere or spacebar would be nice.
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Go back button would be good (for dialogue)
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Text typing noise is irritating (fingernail on chalkboard reaction for me)
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I prefer instant text (fast reader. dont like waiting)
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Portraits for characters will be nice. In visual novel first thing I try to do is start learning who is who. (maybe not important in this game, just writing my thoughts as I play)
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Opening dialogue can be more focused to set the theme, setting more clearly. As is, it’s a little to nondescript. Since we cant see character faces, its not always clear why a person is delivering a “…” or using other filler words like “anyway” “oh” etc. I hope that makes sense, kind of hard to describe. But the result is I start to consider dialogue not worth paying attention to since each line isn’t delivering vital information.
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“as long as it works, we’ll be in good shape!” I may be speaking too soon here, but this could be example of lack of focus. Is there a mechanic in which things don’t work? If not, maybe tutorial isn’t place for non-essential information like this.
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UI - the finalize menu gets in way of recipe. I have to click cancel a couple times to see what glass and mix style to finish with.
- How far did you get?
I finished one round. Librina was the character.
- Was the bartending part fun?
Sort of. I think it needs an immediate goal to progress to though. Getting tips isn’t a strong hook for me. Perhaps we need stakes? You left your girlfriend at the other end of the galaxy and want to visit her before a wormhole blocks path? Just a silly idea but I think some sort of stakes is necessary to push story.
And what about skill development? I want to know what the skills I will be asked to develop are, why they matter, and what my potential rewards are for gettin good. I want to know that if I am able to make drinks at a certain speed, then I unlock some new ability that will change gameplay in a meaningful way. Or maybe kiss a hot girl or something.
- How was the timing? Customers too impatient? Rounds too long/short?
i was taking my time and able to get drinks before time ran out. Round ended at a good time for me.
- How was the ramp-up of the nights? Too many/few drinks? Ingredients? Customers?
I’d keep it super slow and easy for at least an hour. Took me making the whiskey sour like 5 times before i was able to click through the ingredients without having to check recipe. For me its fun once I get it memorized and can do it fast. Rushing me before I get to that point wont be fun. That would be like army training.
In other words, dont say “hurry up!”. Say, “when you get faster, check out this shiny reward.” Takes the stress out that way.
You can probably set the tone just with dialogue too. “Sorry this is taking so long. It’s my first night.”
“No worries friend. I’ve worked customer service too, so I understand.”
And of course cute member of opposite sex flirting is great way to focus player singularly.
- What are your thoughts on the dialogue?
This is the weakest link IMO. It can be hard to follow. I’d limit references and make sure there is plenty of context if using unfamiliar terms/nouns. It seems like you are sticking to universally relatable themes. As a rule, might say 90% universally relatable dialogue, 10% introduction of novel theme/setting.
It might be a nice reward inbetween drink mixing to get a bit more dialogue from characters. It’s always fun to meet new people, especially if each brings a distinct personality. I’d recommend focus the dialogue to really drive home distinct personalities. Characters I’ll want to hear more from again. Another hook to keep playing.
When the characters are doing more animation with face and hands to get some personality in there that will probably help a lot. I think key hook in a game like this would be falling in love with characters (dont mean in a sexual way, just, you know what I mean)
As general rule for dialogue, I might try to make sure each line is either increasing likeability of character, or introducing some sort of stakes. Every line needs to move ball somewhere. I should either be laughing, saying, “Hey, I know somebody like that!” or “man, she is so sweet. I love her.” or saying, “I have to know where this goes.”
I also am not entirely comfortable with the assumptions made about characters. For instance, Librina just moved out from moms so we assume she wants consistency. Why? Maybe she is all ready for adventure? I am not sure what the exact right answer is here, but if you simplify characters that much it makes me less interested in them. Complex characters is good. I am happy to spend time learning about a person.
It may be a case of quality over quantity winnign the day. Fewer characters with stronger storylines, versus many with forgettable storylines.
- Did you go through the tutorial or click “Skip” to skip the tutorial conversation? If you did the tutorial, was it too verbose? Too brief? If you skipped it, did you figure out how to mix and serve drinks?
Did tutorial and felt unprepared.
It could be tightened up a lot. Make sure every line is delivering essential info. This doesnt necessarily preclude character exposition. But as soon as I start getting lines that tell me nothing and dont make me laugh, then I start fast clicking. Lose respect for the game that way.
Highlighters to walk me through the process of making complete drinks from A to Z several times would be good. Treat me like a five year old. It is better if I say, “I know already, I’m not a baby!” and start the game on my own, than get left wondering what I am supposed to be doing when the game starts. To me, that’s just stressful, and this doesnt seem like a game I play for challenge. Its the opposite, right? This is something to chill out with. Just enough “challenge” to make me feel some joy from being “skillful” at something, but it ought to be easy. At least that’s what I would expect.
Sorry if thats all a bit rambly. Hope it helps!