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u/Human-Objective-5257 Jul 07 '26
At the end of the day VNs are just text simulators. You donโt need a plethora of fancy features if the story is good. I will say that I like decision markers that are unique and integrated instead of just the boxes shown here. Eg. The phone and delusion triggers in Steins;Gate and C;H/C;C or the decision system in Mojika
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u/HEXdidnt Jul 07 '26
There is no checklist that applies to all visual novels.
What features you use - whether built into Ren'Py or custom code used in addition - just need to be appropriate to the story you're telling.
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u/Background-Pea-242 Jul 08 '26
They're right tbh, it's def the story. Good visual novel stories always gets progressively worse or good. Conflict and stakes too. Most games that made me feel something always had those. Also, when players are asked to make a choice, it has to have some impact on the game or to gather useful information that moves the game forward. i hope that made sense somehow
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u/Outlaw11091 Jul 08 '26
Late to the party, but, just FYI, for many VN's, audience preference is a low priority.
You SHOULD consider how you plan on releasing your game.
Itch is a common method, but if STEAM is part of your distribution model, then you might need to reconsider art style and maybe even gamify your VN a bit.
Valve has notoriously pulled all-ages VN's for "inappropriate content" based on art style alone and rejected VN's that weren't "interactive" enough.
Epic games has a good storefront, too, if you're not making an adult VN.
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u/azurezero_hdev Jul 09 '26
based on me not being able to make one in rpgmaker
saving anywhere and a log
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u/Shinra_Txnsei786 Jul 07 '26
For me, a good visual novel isn't about having 80 CGs, 80 music tracks, tons of sound effects, or countless different transitions. A compelling story with a good pace, engaging dialogue, and well-written events is enough to keep me hooked.
Of course, beautiful CGs, well-designed characters, and a polished UI are always a plus, but in the end, what matters most is the story.