Thank you for your discussion!
Considering you said it was inspired by 999, my first thought after seeing the bracelets was "well, this is going to be a 999 ripoff." I can tell you're trying to make a unique identity for the game and differentiate it from 999, but my concern is that potential players may be put off by the similarities. Or I could be wrong and fans of 999 would want to play this even more after seeing the influence.
This is something which only came to my mind as a problem after marketing Truth Invoked towards a bigger community. I'm not sure yet how to communicate it for the final release. So far, at exhibitions, I only said it was a mystery suspense visual novel and people said for themselves it reminded them of 999 (which was intended).
I choose to market the game as "inspired by" because I think it help communicating in which direction I want to go with the game, set expectations and want to let players help discover the game. Basically it's: I want to make a game I would love to play myself. How would I search for it?
If it puts off 999 fans, then I made something wrong. But if it helps others find the game, let them enjoy it (and others will hear good things about the game), then maybe it's worth it. Mind you, this is all marketing and has nothing to do with how I make the game or the story - the story stands completely on his own
I'm very excited to see what minigames you come up with! You should check out the manga Kakegurui, it's all about games like that full of tricks, bluffing, and psychology.
Thank you very much for the recommendation! I'll check it out immediately. The short description sounds like the perfect manga for my taste
[...]Devlog[...]
Yes, I agree with you. A devlog would be awesome (and I already started a thread at the renpy-developer forum). Unfortunately, there are two drawbacks. It takes a lot of time to maintain, and I would plaster the thread with spoilers. I already have the true-ending and story-twist revealed in the devlog, so I probably have to delete it, to keep the game interesting enough for the release.
But what could be useful and interesting would be a devlog about the minigames in the VN, which also work as standalone and I could get feedback for those. I think I'll open one, after having completed the first one. Currently I prototype them in BlitzMax, but I have to port them to Renpy later.
2-4 hours
This is another big question to me. The problem is the following: If I take a look at the VN Playtime statistics at Steamspy, then the majority of players only spend 3-4 hours on visual novels. Maybe the average is skewed because there are so many short (or bad?) VNs on steam, but it is a concern. The big releases of course have better averages, like 10-30h (Danganronpa, Nonary games).
There is a trend, that players only play many short games, instead of a few longer ones. Maybe for VNs it is different, but it's a trend and I'm not yet sure how to handle that as a developer.
There is also the problem of developer resources. Making a longer game is more time consuming, and I have to finish the game by the end of this summer.
When I extrapolate how long the game will be (I haven't finished writing the story yet), I get approx. 4h for one playthrough - but I consider shortening it, if it helps the story.
The path will probably be late-branching, meaning, that you get small different parts inbetween depending on your actions, but you get different endings (maybe 1h?). And then of course the final path will be different as well.
If I get 2h for the first playthrough, and then get another 2h for the other 4 paths, I'm quite happy - meaning that the quality is top-notch. But it could turn out, that it might be longer than that.
A quick VN-length statistic:
$10
Good question. There are two components. First is the market situation. The other VNs which are similar to me and my competition has a price range from $7 to $15, and their respective playtime is also around 3h to 10h. So I have to fit into the price-range, to not destroy the market for the next VNs. There are always Sales for the people who want to save money.
Another factor is produce-cost and breaking even. I'm a solo-dev, which keeps the cost low, but even with that, I have to sell a lot of copies to break-even and this goal is hard, even with a $10 price. Don't forget that I only get around $5 per game when I sell it for $10, taking Steam and Taxes into account. Even other VNs with higher production quality have problems reaching the sales-goal I have to break-even :/