Comments

Log in with itch.io to leave a comment.

(-4)

Okay, even setting the obvious issue of machine generated CGs aside (which we shouldn't, hire an artist or learn how to draw!!), the heroine looks tasteless, generic and is obviously "designed" by someone who has no idea what works in character design and what doesn't. For a game with only one LI, this is a grave issue that can turn a sizeable audience away from your story. Do some research into character design next time.

(+3)

Thanks for the constructive criticism!😊

I tried applying some elements with Yuma, such as having her eye color match the choker's, having the orange-green color scheme in her design (which is also kept throughout the game), and so on. She is obviously very anime-inspired, including the overall 'blander' look of anime characters in romance-heavy shows. I will try to read up more on character design for the next time!

Regarding hiring artists: I can't afford it, especially not for that many CGs. Learning to draw is one option, but going that route, the visual novel would have been never completed, realistically. Using AI makes it possible for me to realize my vision, and well as be proof that I am able to get projects like this done, which will help for possible future projects with real artists without AI use.
And well, the game also will be free to compensate for AI issues, so yeah.

(+2)(-1)

do not listen to him, AI art is fine

(1 edit) (+2)(-6)

Have you ever tried to pick up a pen in your life, pal?

(+3)(-1)

I have, but it wasn't enjoyable for me.

I'm creating this visual novel while having a full-day job, often working on it for several hours after the work. This is only sustainable if the thing I'm doing is actually fun and enjoyable for me. Drawing just isn't that fun for me that I can bring myself to do it after work consistently. On the other hand, stable diffusion (i.e., the AI tool I've been using) has been very fun for me, which is why I was able to stick with it for a longer period of time.