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This version adds a new event with Emily!Link: https://drive.google.com/drive/folders/10VQI_7cITXbwgRHpIT-OkiS5iAFRB8wZ?usp=sharing Changelog:

- Added a new event (First blowjob)!- Added day/evening/night lights.- Added an outro when you don't buy clothes to Emily.- Added a small dialogue when talking to Emily (instead of the placeholder).- Test: You can't go to bed if there is a pending event with Emily.- Fix Emily head glitching for a frame sometimes.

Comments

Tahoe8754

I've been waiting for you to introduce a little bit of content for Emily before trying her out... While the graphics and environment are a huge leap forward from the previous iteration, I'm concerned about the direction and clarity of the story. I was one of those who advocated for maintaining Emily as a bitchy, manipulative femdom who is only concerned about what she can take from this relationship -- both in terms of her own pleasure and worldly goods. Specifically, I really enjoyed the implication that she was leading on the virgin MC entirely for her own selfish ends. Pair this with the promise of losing his virginity on a vacation in 30 days, and you set up a powerful story motivation for the MC as well as a great "will-she-or-won't-she" dynamic for the endgame. Also, the setting seems much less clear now... Before, I knew that the MC and Emily were college students living in a dorm, but now with the MC going to work and no mention of school, I'm unclear on where they are, exactly. I appreciate that it's early days yet, but with the exception of the graphics, I feel like you're moving in the wrong direction. I'd much rather re-play the old Emily and see that story continue, spartan graphics and all, than were this seems to be moving (so far). A while back, I suggested that you allow the players to further tailor, by menu selection, what femdom elements they did and did not want to see in Zoe. You countered -- correctly, I believe -- that this would change your project into a visual novel, instead of a game. That's right, I think -- and I agree that this project should be a game... The problem I see with Zoe (and potentially emerging with Emily) is that games, like life, deal with the allocation of scarce resources -- such as money and time. With Zoe, I feel like the MC is hopelessly over-resourced: favor its too easy to generate, money is WAY to easy to generate and to convert into favor -- meaning that basically the MC has very few real constraints on his action. And, of course, the very essence of femdom is constraint on what actions you are able to take, or demands on what actions you are required to take. With Emily's original story, I thought you might be moving to address this issue -- by making both time and money much more scarce. Also, Emily was just wicked -- making the MC wear a cock sheath so she can have a satisfying experience while he feels nothing and retains his virginity? OUCH! You mentioned wanting Emily to become more like a teacher and a guide to the MC, and I think there is a way to achieve that without altering her underlying wicked, bitchy, manipulative character: by teaching the MC about his own sexuality, but taking advantage of that opportunity to warp it around her needs. For example, even before a chastity device is introduced, she could encourage him not to masturbate (which would then need to be an option, of course) to "save" himself for his time with her. If he did masturbate, she would find out (or have a chance of finding out) and take it out on him. Of course, from the "game" perspective, masturbation needs to solve a real problem to be an enticing option for the player, not just the character. Maybe as the MC's lust increases, not only does the favor he earns from Emily/Zoe drop, but so does his income: he is so distracted at work he performs poorly, or even loses his job for coming on too strong to a female co-worker out of pure, burning sexual need (off camera, of course -- that would be a lot of rendering not integral to the main story). In the case of Zoe, you've described the purpose of the game being to define the end state where the MC finds himself when Zoe's transformation into a femdom wife is complete. However, I believe that requires metrics to establish that end state. Perhaps the game should track how many orgasms the MC has and how many Zoe has and how each of them achieves satisfaction (intercourse, oral sex, hand job, prostate manipulation, etc), how much of his own cum the MC swallows, how much of someone else's... This can be used to determine the MC's trajectory into the indefinite future and provide a summation of his fate. Clearly, "win" and "lose" are concepts that don't really apply here, but the point of a game is to reach a desired end state by being smart about resource allocation. Anyway, I think you're right -- you're developing a game and not a visual novel, and that means the player must have the opportunity to decide when and how to allocate resources and then to see how those decisions play out in the game world. I think the original idea of a timeline for the MC to lose his virginity in the Emily scenario really put that idea in sharp focus, so I hope you'll consider bringing it back. And, I hope you'll add meaningful trade-offs to Zoe's scenario -- creating more and stronger feedback between the variables that define the MC's situation (money, favor and lust).