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  • ひふみの失敗談~デート編~へのコメント(2024年8月20日 02:43)

    • 5 stars
    • 5
    • 5
    • 4
    • 4
    • 5

    How interesting the game is

    Taking a shy girl out on a date for the first time is a great premise for a desperation-themed game. The novel-like prologue does a great job of providing the necessary buildup. The skillful usage of the genre's tropes serves to make the player excited for the main elevator scene. The elevator is a particularly fitting choice of setting because of the girl's inability to just leave and go to the bathroom - leaving her no choice but to hold it. All in all, the game felt engaging to me and I was excited to see how the story ends.

    Graphics

    It is always more alluring to see a girl in a state of pee desperation when she is pretty and wearing an attractive outfit, and Hifumi not disappoint.

    Voice/Sound

    There is a number of sounds used for the purpose of better immersion - for example, Hifumi tapping her foot in the elevator. However, I feel there could be a better variety of those. Also, there is only a single background music track for the entire duration of the prologue. I think the music variety could be used as a tool to better convey the current state of urgency of the character. Hifumi's lines are not voiced - however, as this is not important to me personally, I only mention this for the purpose of the review.

    System/Operability

    The visual novel part of the game operates as expected, and even if you're a player from outside Japan like myself, the author has provided the text lines at the blog (https://ci-en.dlsite.com/creator/12323/article/1215983) - you can easily paste them into Google Translator and enjoy the story. The 3D part of the game allows you to control the camera to pick the best angle to enjoy the scene from. You can even look up Hifumi's skirt :)

    The choice to split the game into separate "visual novel" and 3D parts is certainly interesting and has the benefit of not having to replay the whole game (even if the prologue is fairly short) to get a different ending. However, there are also some downsides to using such approach - this leaves the player no ability to make any meaningful decisions in the prologue, because the 3D part of the game needs to be standalone. This, of course, limits the player's agency to that of a simple bystander - which is somewhat disappointing. On the other hand, the author understands that in such a game fetish content does not need to be a reward for solving puzzles or crawling dungeons, as a result the game is straight to the point and does not overstay its welcome.

    I also think such a game could benefit from specific UI elements, like the clock to illustrate passage of time as well as the character's bladder fullness. In this game all of it is achieved through means of storytelling, which is sufficient, but could be improved upon.

    Is it original?

    Yes, this game is pretty unique for two reasons. First reason is it incorporates both the story and animations. This is in great contrast to other omorashi games creators, such as ShikkinGames or CitrusLaboratory, who tend to emphasize only one aspect while overlooking the other one. ShiGame's complex approach to creating a pee desperation experience works best for such a game, as such I hope the author will stick to it in the future.

    And the second reason is dividing the game into two distinct parts - one being visual novel and another being 3D - is an interesting and certainly unorthodox choice. Even though such approach has its own flaws, which I briefly addressed above - we cannot deny it its originality.

    Appeal as 18+ game

    It's difficult to talk about this without spoilers, so I'm just going to say that the experience on the whole is pretty erotic, which is achieved by:
    - the complex approach to desperation experience (story + animations)
    - the girl being pretty and wearing an attractive outfit
    - the choice of setting
    - the usage of desperation tropes
    - the usage of sounds to illustrate desperation buildup

  • ShikkinSCHOOL Xへのコメント(2023年11月24日 12:32)

    I had two more thoughts to share I left out of the review:

    1) I really enjoyed the attention to small details, in those rare cases when the attention was given. I appreciated Kaori jeans animation - it was very immersive. This is something that was my criticism with Shiori in 128DE, so I'm happy to see it was considered. I also appreciated the detailed thoughts/background for Yuuko. However, it really made me wish this level of attention was evenly spread throughout the game and was the rule, rather than exception. Because when one girl is given more attention than others like that, it makes everyone else feel inferior and less interesting.

    While I realize fleshing out a character like that is a lot of work, my point here is "less is more". I don't think the game needs to have 6 girls or more. After all, based on the visuals/clothing, there will always be most liked girls, and girls nobody cares about. I think if the author made just two popular girls (like Ria and Ruruka from 128DE) and compensated by giving them more detail, narrative and animations - it would make for a better game. It would also help keeping things fresh, because with 6 girls in a tight setting the variety of scenes was exhausted pretty fast.

    One reason why games with few girls work better, in my opinion, is because with pee desperation fetish, small, seemingly trivial details and depth are very important to the player, and there's really a lot of them to consider while designing the character:
    - what is she wearing and what implications does this have on the situation? (jeans have many buttons and the zipper might get stuck, while overalls need to be taken off entirely so peeing outdoors is not an option)
    - what are the girl's toilet habits? (does she wipe? is she afraid of public toilets? would she consider men's toilet in an emergency? is she a "frequent urinator"? is she experienced in holding her pee?)
    - what is the background of the situation? (what events took place before the start of the game - did she oversleep and couldn't use the toilet in the morning? did she drink plenty of dandelion tea for breakfast?)

    2) I didn't really like the ways of interacting with the game. I am talking about the need to manually pick up tools every single time, place them around et cetera. It quickly becomes tiresome and feels like a chore - and that's before we consider all the bugs. It feels like there's really a lot of things you have to do just to achieve a simple scene. I think it was a mistake to depart from the very elegant solution of 128DE - the ability to just "toggle" things with the SHIFT button. Especially since the SHIFT context menu was carried over from 128DE anyway.

    And as for the "talking to girls while they need to pee" feature - I feel there is wasted potential with this feature in SCHOOL X. And the reason for that is the author only uses it mechanically - simply as another tool to prevent a girl from using the toilet. I feel this feature could be enhanced to be used narratively as well.

    For example, the protagonist could ask girls manipulative questions to make them ashamed and get answers that would enhance the immersion and experience:
    - Is this an emergency? How bad is it?
    - Did someone drink dandelion tea in the morning?
    - Why did you decide to use the staff toilet and not the students one?
    - Can't you wait for just 1 hour? Can't you wait until the end of the lesson?
    - You should have taken care of the toilet before leaving home
    - You're a high school student, surely you can wait until the break time?