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Hey guys!

This is the first post after the latest update, and I wanted to take a moment to sum things up.

This update was honestly pretty challenging. Between GPU crashes and having to rework my draft completely, it took a lot more time than I originally planned, but I’m glad it’s finally out.

I always read comments and listen to constructive criticism, and there’s one point I wanted to address properly.

The main complaint I saw was that the update felt short. Putting technical issues aside, the game has reached a point where it includes a lot of paths and conditions to check. A single scene that might take you five minutes to play can take me days to write and another few days just to test. As the project grows, the underlying story logic has become increasingly complex, which naturally slows things down.

I’m not saying this as an excuse. This is how I chose to build the game, and I don’t regret it. I genuinely think this is part of what makes LSS special.

That said, there are things I could change if the goal was to speed things up.

For example, in the last update there were three scenes with two clothing variations each:

Ann at the park, with different outfits depending on corruption

Emily’s room

Emily at the bar

Each variation means rendering everything twice. That’s not just hitting render again. It’s adjusting clothing morphs, fixing clipping, and making sure everything still looks right. The same goes for animations. The Ann park animations had to be rendered twice as well, which alone took quite a bit of time.

As for paths, in the past I released updates more focused on specific characters. That made those updates feel longer if you were following that character, but it also meant waiting a lot if you weren’t. I switched to a structure where every update has something for everyone, but that naturally makes each individual path feel shorter.

So this brings me to the actual question.

If you had to choose, would you rather I focus more on overall content length, even if that means fewer variations like clothing options or unique path differences?Or would you prefer I keep things as they are now?

This doesn’t mean I’ll necessarily change direction. I do have a clear vision for the game. But I care about your experience, and I want to hear your thoughts.

Next update news:

I’m currently working on the bar scene. I really want it to be impactful and meaningful, with a lot of options. At the moment, most of the main characters are there. I’d also like to create some scenes with characters we haven’t seen in a while, like Amber, although she isn’t part of the initial draft yet.

If you think about it, the bar night scene can act almost like a free-roam section, and when I wrote the main draft for it, that’s how I approached it.

That said, there are two issues:

LSS never really had free roam, and after all this time, it might feel off

LSS was designed to be played multiple times, exploring different paths and options, and I’m worried that a free-roam structure could feel like a chore on second or later playthroughs

Right now, I’m coding it using the regular choice system you already know, while also experimenting with something new, so it feels like free roam without actually being one. It’s hard to explain, but it should make more sense once you get to play it.

Hopefully, you’ll like it.

As always, I'd like to hear your feedback on everything I wrote!

Cheers 🍻TTrick

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Comments

DTB247

The reason this is my favorite game is all the branching paths. It makes the game very replayable. On my latest playthrough (#7) I got some surprise new outcomes. So my vote is obvious. 😍🤘🏼

purplejeep

I like longer length if it means cutting out clothing, also if unique path is just a "quickie" scene on the side I'm ok with cutting that too. I'm more invested with the 3 girls (veronica,ann,emily). Also for free-roam it wouldn't feel out of place because AV novels usually use free-roam for certain sections in their story telling.

mike1245

I think you could come out with an update that takes me 5 hours to complete and I would still want more :). I do really like all the different paths, while I definitely have a favorite one, its interesting to see the different outcomes based on different decisions. I dont think free-roam would be out of place, there are a few games that have a decent mixture of both free-roam and choice only based. I think given all the different paths that free-roam wouldnt necessarily feel repetitive. Whatever you end up doing I am certain it will be great. Also the picture in the post is fire!

Prowl

Honestly I think you should just keep doing what you're doing. You'll never please everybody and if it forks too far away from your vision you might not enjoy creating it as much long term and loose passion for the project altogether and I don't think any true fan would want that.

Prowl

I think the biggest clothing difference is Ann's paths and the other are to let the player choose. Maybe tone back player choice on cloths to major events, but the Ann path issue could be TTricky.

AbjectlyCasey

Personally I don't like free roam. The UI always seems to just feel clogged. But having said that, I'm a huge fan of properly coded paths and choices. You've made it this good, this far in, and I have to think that the only way you'll be able to please everyone is to add like-minded people with the tech skills... and that's not only expensive, but also a long term committment. I'll vote to wait longer and check back in every few months. More often if it looks like you are able split the work with others. And there's a reason more creators are using AI.. whether we hate it or not, it's simply faster. The story sells, the artwork just embellishes.

Raymond Sutton

Keep doing what you're doing T, if it ain't broke, don't fix it.

Armaster

Personally hate free roam because mostly is implemented like shit. I like the options in the progression and accept that takes time. This make is possible for me to enjoy the corruption/ntr path and let everyone other people have their boring vanilla straight love path. (dont kill me just kidding) ;-) This picture above this post checks my box though. Ann drunkish having booze poured over her and three random (?) bad men ready to consume this with her included. (If the option is; Go with these nice men so they can make sure you're all cleaned up? YES please)

Jawys

Agreeing with most people here, that free-roam would feel off and I usually don't like it. Playing those the first time might be fun but having more paths and more replays make it always feel like such a drag. I don't care much for different clothing options in different paths because even in a vanilla Ann path she could wear something sexy or a corrupt path doesn't mean, that she always dresses slutty. Maybe in one she doesn't wear underwear but the dress, skirt is the same. This is just my opinion but since LSS has a lot of paths and variables I wouldn't mind if those are getting a bit more streamlined. Don't get me wrong having a corruption(nts)/vanilla and maybe even ntr path is nice but with so many variables it'll be so much harder to create good chunks of content every update. Yes, you can't please everyone but there are so many VNs that struggle because of too much pathing and variables and it takes a toll on the creators, but that could be just my imagination. Nevertheless you have your vision and you should stick to it and as long as you're motivated it's all good since you're doing great work. Keep doing what feels right to you.

Mogens Hansen

Loved the latest update, Ttrick. And almost no mater what u do with the next, I'm sure I'll love that as well. Could be fun with a free roam element in the bar. Just a change of pace - but if u don't feel like it's worth it, don't do it 🌟

Starfish

Well put! Exactly what I think.

Eric

Ttrick dont listen to the complainers. If making a game this good was so easy the market would be flooded with them, but nobody can match your art. Do whatever you want to do, thats why we're all here! As you can tell im corruption with no control lol

NikoFAX

I don’t remember exactly where the previous update started or ended, but I also don’t recall having the impression that it was short. This update felt short, but as you mentioned, you had problems with your PC, which understandably extended the waiting time. Because of that, people (myself included) unintentionally raised their expectations. Personally, I think you should definitely focus on the length of future updates, while at the same time not reducing the number of variations, such as clothing options or unique path differences. Simply take your time. For example, let’s look at DrPinkCake, the creator of the game Being a DIK. The game has five main paths (four girls and a single path) and a huge number of side girls. Depending on which main path you choose, the main girls may wear different outfits or behave differently in the same scene compared to another main path—not to mention the side girls. The last update for that game was released a year ago, and the current one he’s working on is about 70% finished. I’m not saying that you should release the next update in a year—that’s not what we want. However, if you spend a bit more time on the next update, resulting in a large amount of content, while keeping the same number of variations, clothing options, etc., then in my opinion, that would be great.

Alex

While i did mention in my comment on this update that the update felt short, i do think given the issues you had this dev cycle it was understandable and i still loved it. I also think that the update only feels short because it feels like a "set up" update. The update was pushing all paths towards the party and i believe there are alot of the more unique (unique for the path) scenes saved for either during or after the party so it makes sense. I think the last update only feels short because of how alot of paths converge in the update because of this.