Follow the itchio link, start the game, and then move it to a new tab.
Kidnapped and abandoned on the distant island of Fraea, Helen must either build a life for herself in her new home or get by until she is rescued.
I will add illustrations. Step 1 was completion of the story, and that is finished.
Step 2 will be adding the first illustrations and a save game feature,
Step 3 will be completing illustrations.
I have started several games, but never gotten any to a point where they could really be considered games. this one takes a genre I like (open world corruption) and, while it keeps things simple, avoids some of the things I don't like in other games, such as it taking a lot of clicks to do simple things. Additionally, I want to avoid dribbling out content over a long period of time, because I inevitably stop caring about other people's games that way.
I intend to start making games regularly, and this game has certainly done a lot to make my next one better
There are 10 endings, only 1 of which is unambiguously bad. For the most part, you get an ending by choosing it, so... it can't really be "bad"
The game starts slowly. Initially, you're just scraping by with a job tht leaves you too tired for anything else. Better clothing and bedding will help in that regard, as will improving your fitness.
When you're tired, there are a lot of things you can't do. When you're highly arousaed, you'll make bad decisions.
0.50 Narrative complete, but no illustrations yet
I played through the game long enough to get the "good" ending, and I'm not sure exactly why I did.
First off, the game is extremely grindy. Which can be okay, if there is a variety of things to do inside that grind. However, you really don't have any time to do anything other than work for 6 days and then 1 or 2 actions on sunday. That's even if you upgrade your sleeping stuff all the way to max. Frankly, this is excruciatingly boring. This leads me to my second complaint about the game - the time management aspect is horrific. Considering That your schedule is extremely rigidly defined, there is no way other than just trial and error to get a grip on how many actions you can do, which means that planning those limited opportunities is incredibly difficult (and will faciliate the usage of the back button by necessity).
There's also probably some balancing that needs to get done. The whole corruption -> horny loop is both easily circumvented once you get the first promotion at work by using the temple, and inversely it can snowball completely out of control if you don't figure out that going to the bathouse too horny leads to a big corruption increase.
I dunno, I think if you're looking to make a game where the player character falls into what you might call "corruption traps" then you need to consider that first of all, they need things to interact with that might trap them and then they need the reason to possibly make hard decisions, or trade offs, for short term and long term goals. That's not really here in this game, because once you figure out how the core gameplay loop works, you can just boringly navigate to the end.
I've played a lot of "Clean Slate" from this site in the last few days and I think that game does a fairly good job of presenting the character with opportunities to "take the easy way out" of various problems that run counter to what the main character wants. If you could implement that sort of approach into your game, that would probably work out pretty good.
Congratulations on finishing the coding and direction of the story. Before you worry about pictures, you might wish to take several passes through the text, checking for tense agreement, punctuation, missing or extra words, and repetition of the same adjective too frequently. Perhaps going through the story backwards will help those things pop out as the gist of the narrative won't distract your editor's-eye. You know what you meant, but does it actually say that?
I have tagged this one to watch for future updates, but can't recommend it in it's current state.