Hey!!! I'm a huge fan of Oneshot. Really looking forward to this game, the watercolor esq aesthetic reminds me a bit of Moon rpg. This game is really really really pretty.
Keep up the hard work.
Thank you for your support!
You're the first to complain about there being too much dialogue, but you're not the first to complain about not being about to get through the dialogue fast enough. I'll look into making it so that you can go through dialogue events faster.
But Rip is very much planned to be a story-driven and plot-heavy game, so it may seem somewhat VN-ish or RPG-ish with the amounts of dialogue, yeah.
Well, the first issues the second (People will complain about dialog speed when they are not interested in reading it, and that happens when there's too much thus they ask you a way to skip it)
If you really want to make the dialog memorable, make it interactive, for example an illusion of choice (Give them control of the main character, so that they can respond to the others, but also make it so that every response will get you to the same dialog, for example:)
Chloe: Rip... There you are.. I've been looking all over for you!
Rip: Hey Chloe ...
Chloe: BlaBla has been imprisonned or whatever (I have no ideas sorry)
Rip:
Choice 1: What? leads: BadGuy123 took him to EvilPlace456
Choice 2: Whatever ... leads: Rip ... this is serious! Rip: Ok calm down so watup then leads to : BadGuy123 took him to EvilPlace456, space out the questions, you don't need every text to be a question but some of them so that the player doesn't get bored
Also, make it shorter so that the player will always look forward to funny jokes and stuff like that
Finally, art looks great
Yeah the dialogue definitely needs some trimming or at least pacing right now. We're looking into how to fix it.
Devlog update time:
The graphics engine has been reworked a bit to be faster and more optimized for performance. These optimizations will benefit those with slower computers or laptops and those who want to record/stream footage of the game.
Graphics performance is a bit hard to test I find, so I had the game generate some statistics for testing, those being a "busy rate" (how often the drawing thread is busy when a game-repaint request is issued) and a "success rate" (how many frames are actually drawn out of those requested). Testing was performed on my laptop with the battery setting set to "Power saver", since it's the easiest way I can induce slow-down in the game. With the new changes to the graphics engine, the busy rate dropped from 60-80% to 30-40%, and the success rate went up from being at 80% before to 95% now. And even though I'm just throwing around numbers here, you could definitely feel the difference too as you played. On other power settings besides power saver, the busy rate stays close to 0% and the success rate close to 100% most of the time, so differences in performance on these power settings was negligible.
We're planning on pushing out another demo once we polish up chapter 1 some more.