

Anyway, we think it's worth trying: before their respective implementations, the most requested features in the game were sniffing Scarlett and then Cobra's shoes. This has a variety of benefits, such as a main thread to connect the floor, as well as more freedom/plausible-deniability to make more intense or specialized scenes in some areas on the basis that players will only find them if they go looking. On the other hand, if the floor flow is too opaque, everyone will simply ask for a guide/flowchart on release day, meaning we're also trying to ensure that there's a sufficiently satisfying "autopilot" path. And we don't see any reason to abandon our own ambition just because most other games don't seem to have found the right balance. The compact method has merits, of course: it trims a lot of the fat on both ends, many players want to be ferried from one scene to another, and we recognize that tedious RPG mechanics are a pitfall to many otherwise-great ero-RPGs - but ultimately Bo and I agree properly implemented mechanics add a lot to the lewdness and appeal of the game. Even 6F, which introduced "quests" proper, basically just has you walk to spot X or interact with object Y. While previous floors have a variety of mechanics, he feels they all essentially just ferry players from one ero-scene to another and wants to try something more organic. The main pivot with 7F is Bo wants to expand the scale of floor quest/exploration mechanics.

A bit more info on our progress and design style for 7F is below. 7F Progress Report tl dr - Still working on it will not be in > March< For a spoiler-free explanation for how long 7F is taking, scroll up and replace mentions of Karen/6F with 7F as the situation is very similar: Bo has had trouble finalizing the floor flow to his satisfaction.
