Taptus

Taptus 

Creating a Netorare / Netorase / Adult video game

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Quick Poll — Let's Talk About Dialogue

I'm borrowing this idea from another author in our studio—shoutout to them for the smart approach. I want to hear your honest thoughts about the dialogue in the game.
Specifically, I'm curious about a few things:
1. Pacing — Do the conversations feel natural, or do they drag?
Are the dialogues too long? Do they feel stretched out? Or is the pacing fine for you?
2. If something feels off — what exactly bothers you?
Is it repetitive? Too slow? Not enough variety in responses? I want to know what specifically doesn't work.
3. If the text feels artificial or unpolished — what are the telltale signs?
Does the dialogue feel unnatural? Are there phrases that repeat too often or sound generic? Wooden phrasing? Anything that makes you stop and think "this doesn't sound right"?
I'm asking because I genuinely want to improve. If the editing isn't tight enough or certain patterns make the text feel weaker, I need to know so I can fix it. Your feedback matters, and I'm ready to adjust based on what you tell me.
Drop your thoughts in the comments—be as honest and detailed as you want. No wrong answers here. Let's make the dialogue better together.
Thanks for helping out.
The dialogue feels quite immersive, although changing the "love" level doesn't seem to fundamentally change anything in the interactions. This isn't too distracting and is mostly noticeable only on repeat playthroughs. Although, perhaps I didn't lower my love level enough to notice the difference.
I noticed that even after being blackmailed, Karl sometimes interacts with the protagonist in a friendly manner, despite the fact that there could be a terrible feud between them. This seemed a little odd.
I'd like to have more influence over Lisa's plans and allow some days to follow alternative paths. This would make the replayability more enjoyable.
It would also be cool if the protagonist had the option early on to quit his career and return to Lisa when he senses a threat to their traditional relationship. That would be really sweet.
Also, an option would be to start the game from the moment the protagonist has already left on a business trip. The beginning, where we spend time with Lisa but don't see this content, breaks the immersion a bit.
It would also be interesting to choose Lisa's past at the start of the game. The fact that she slept with the football team in college immediately creates the sense that depraved acts are nothing new to her, and it turns out that we're not seeing a change in her attitude toward life, but simply a return to the past. This slightly weakens the sense of the heroine's transformation. Her "fall" could have been felt more acutely :)
Your project is simply amazing! The characters feel truly alive, the plot twists are excellent. It's a masterpiece in this niche. I'm also creating projects with similar themes (but they're not finished yet), and your work is very inspiring!
PS: It would be great if all the storylines, other than those focused on maintaining traditional relationships, ultimately led to breakups.
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