by tlaero » Wed, 13Mar13 04:16
I played Aaron's Life and enjoyed it. It was fun to play a modern Adventure Creator game that I didn't write. I could see first hand how things like save/restore and a score worked for the gameplay. You did a nice job with the code. It's clean and works well. I die a little inside when I look at the code in some of these games.
You made good use of the sexvilla graphics. Those games are in severe need of a story, and you added a nice one.
My favorite part of the story was the apparent tension from having a female friend staying at your place while you're going out with another woman. There's a LOT that could be done with that.
In the sex scenes, I suggest smaller hit targets that guide the action. If the next move is to kiss her, make the hit target just be her lips. Often you had whole screen continues instead. Or, when you had targets, they covered a large part of the screen. A few times I was surprised by what happened because I clicked in one place and something in a different place changed. It's a little more interactive if you have to click a breast to touch it, or click the bottom of a shirt to pull it up, etc.
Also, I suggest you always have clicking on the picture be for things you do and clicking on the table entries be for things you say. Sometimes you mixed the two which interrupts the flow.
English isn't your first language, and that's fine. I didn't mind the various places where you used Russian phrasing with English words. Your English is MUCH better than my Russian and it's impressive that you're writing in a non-native language. However, you could still work on the storytelling. Try to do this: Make every sentence advance the story in some way. That means, if you have a sentence that doesn't advance the story, either change it to make it advance the story, or remove it. For instance:
(You:) "Bye everyone!" (Lilly:) "Goodbye" (Mia:) "Bye" (Lilly:) "Bye."
4 sentences for about one sentence worth of story. Instead try something like, "Everyone says goodbye and you head home."
Or, "You close the door."
The previous image had the door open. The current one has it closed. We know we closed the door. You don't need to use words to tell us what happened unless something about them is interesting and important to the story. "The door creaks as you shut it," so that, later on you hear the door creak when you're in another room, and you know someone came home. Etc.
This isn't so much about English as it is about writing. Both are HARD, but you're off to a good start. Keep up the great work.
Tlaero