SouSouRocket said: EDIT: question that occurred to me--



How do you y'all feel about affection meters and affection up animations that let you know that was the "right" answer? Are they helpful? Distracting and too game-y? Depends on the game?



Also do you prefer a choice to be fairly clearly pointing towards a boy (ex: spend time with Harada) or sort of vague and you have to just see what it does (ex: walk down the hallway, where you will encounter Harada) Click to expand...

Looks like Kamigami no Asobi to me.I know this was asked a while ago, but it's an interesting question.Personally, I'm not wild about "success" animations, but I do like some sort of feedback on how my choice played with the person I'm pursuing. I think Code Realize did the choices really well because they weren't just a way of getting you onto a guy's path. They also gave you more character development (the different training scenes), or showed you how the guy reacted differently to different answers, or determined some of Cardia's characterization (the choice to come forward vs hang back during Van's intro chapter, for example).One choice style I really like is choices that allow you to do some roleplaying. This doesn't happen super often in Japanese Otome games (though Code Realize does do it a bit) because the protagonist is usually pretty set in stone. But a good number of the OELVNs I've played have played with this.Author Sonnet009's games Rei and Aloners do this super well. There are certain answers that lead you to different endings but the majority of them are just there so you can better define your character. And your love interest reacts to your protagonist's personality accordingly. It's like a hybrid of a VN and a Bioware-style RPG. I highly recommend both games.