Actually that is what I thought too , since the game was (not anymore) in Beta when I first posted it 10 days ago.Steam replied. They did not like my EULA so I have to make changes to it and re-submit it , plus I had the game set as Early Access and they said that I can't do that just yet.Early Access is more for games you want to release immediately in current state for beta testing while still in development. Mostly multiplayer games made by indie devs release games in that state & it's rarely very pretty. Not possible to release in development games with VS as the save files would be void more or less each time you push a new update.Luckily for me my godfather is a lawyer so he is helping me fix the EULA...News again in 2-3 business days
Here some tips i can give you by analysing your showed images/trailer:
- You should definitely overwork the inventory bar at the top of the screen. It looks a bit messy and just weird/distracting with this background image.
- Also all the showed rooms and scenes are quite empty ( maybe because of the current early state of the game ). You should put more objects in them. Everything seems so empty ( cleanest kitchen in the world ). Your cartoon game you presented a while back is way more better in creating a more believable game -even if was still freaky.
- For the walk animation: It should start with the legs closed and not fully spreaded. Currently it looks weird when the main char starts walking.
- The character in your trailer seem to float because the shadow is placed way below their feet.
- Its hard to make ground areas like the grass in your trailer look believable because its still a flat texture where the blades of grass doesn't stick out and overlay e.g. the feed of a moving character. In 2D "non 3D rendered" games this is not that much obvisous but still present. Where 3D comes in place it stands much more out... You could improve it a bit by adding blades of grass at least in front of the background/static objects like the white wood porch or some places in the forest scene. That should improve the flat looking grass a bit.
- bewbs :3
Also some overall opinion:These adult games seem to service mostly an audience which may don't look as much on the quality of graphics and how the overall game looks in a technical way.Independantly from the genre these (moving) 3D chars in a 3D-rendered 2D scene doesn't look that good at all. The animations will look clunky when changing direction or just the animation because there are no in-between-frames.This is clearly a matter of the engine you are using. VS is maybe good regarding P&C, but is not that well in putting all these (well designed) 3D objects together and blend them in in a believable way right now unless putting much affort and tinkering in it. It's still a 2D engine with its limited rules of a 2D world.The lighting will only affect a character completely and the shadows of the chars are sometimes not the same quality/directions like the shadows in the 2D background. And I will not start talking about dynamic light and shadows which are quite not present in VS.All in all these kind of games look like some enhanced version of these fmv games from the 90s -just with 3D chars and a higher resolution: mostly cheesy ^_^.
I made the inventory dissapear when pressing the Space bar so it won't be in the way and I quite like it so I prefer not to change itBut Sebastian is right. The inventory looks pretty weird. The graphics (especially the upper right one) is very stretched. And it's just hardly possible to see the items lying on the distorted background.
What we can see is that your game needs MUCH more polishing. Also I would recommend to find some guys for intense betatesting.Aisus! Thomas mate! You made me laugh. "find some GUYS for intense betatesting." What, to check on fappability or something? Oh dear...