Here are the rest of my impressions from the demo.
Specific thoughts
Looping sound effects are often grating. Longer effect loops with lower volumes will help. For things like this, or adding more lines to dialog boxes (with auto-fitting/scaling, etc.) you can find tutorials on lemmasoft or in the Ren’py support documents.
A chronic issue in the demo was the need for less telling and more showing. When you talk about the mindstorm being overwhelming, we’re informed of the fact but not introduced to the sounds and sights and memories which are actually overloading the narrator. Instead of telling us (the readers) that the character is overwhelmed by the details, we (the readers) need to ourselves be overwhelmed by it! A random example from the start: show us why the memory is overwhelming (ex: “The memories are too real and there’s too much to them. It’s too much to remember every raindrop falling on my coat. It’s too much to remember the number of ripples racing across the puddle under my feet. My senses strain and buckle under the load of the perfect memory. // The sound of the rain becomes a roar as my vision goes white. I can’t process it all. The memories are too many, too perfect…”) Another example of telling and not giving us more (or showing): “That piece of writing was key in defining who I am now.” These statements could be expanded upon to give real narrative depth, insight into the narrator. Right now they’re all over the place, which means there’s a lot of chances to make the story even better.
Add more sentences to each dialog box (more sentences per click). (Last time I bring this one up, promise!)
“And just like that, it’s over.” <-- Stop the sound effects at this screen. The rain effect goes on too long.
THE INTRO MOVIE IS AWESOME!!!
What is the sound effect which kicks in post-intro movie? It sounds like rustling and it’s endlessly looping. It sounds very distracting. Is it the sound of rain on the roof?
Keeping the narrator’s name “???” for a while at the start of the game was an interesting choice. Why did you decide to do it that way?
The phone conversation early in the game is stiff and could probably be cut in half with editing. Make sure the Kyousuke’s personality is firm before finalizing the dialog: right now I can’t tell what he’s like (he’s simultaneously friendly-abusive, friendly-caring, and extremely formal). This is further complicated by Aoki calling him a “cretin”, etc. Make their relationship ultra-clear from the get-go.
Why is the word “Mindstorm” in quotes in much of the early dialog? You already introduced it to us at the start. Now it’s a proper noun and plot point which we know about, so it can be left on its own. (Update: all of a sudden the quotes went away. Maybe it just needs to be edited out of the earlier lines)
The music is very nice! (except maybe for the overly carnival like parts : ))
Aoki’s voice is hard to track. Is there a reason his lines are stiff? “Why are you at the mercy of this downpour?”, the line about an “auspicious occasion” to recite a poem, etc.
I think I’m starting to understand your use of quotes. “Mindstorm”. “Masterkey”. You use quotes to highlight your fiction’s jargon, right? I think you might be better served by making them a different color (PURPLE!!) than putting them in quotes.
The explanatory sequences – where the backgrounds dim and text is centered – are very helpful. If anything, use more of them so you don’t feel the need to sneak worldbuilding into the dialog (where it comes across as out-of-place).
I liked having a sound effect announce the decision points. Very nice touch!
I’d suggest cleaning up the UI a little when you use character portraits next to their dialog. Right now the face images are layered transparently over the “Violet Hill” image on the far-left.
AaAH! My ears! Have that ringing/screeching sound effect fade in and out (a few times if absolutely necessary – don’t let it loop. : ) I almost died, there.), having it ring continuously made me want to furiously click through the dialog until it stopped.
Sasaski’s dialog was a little hard for me to swallow (thankfully she gets great music). It was often awkwardly formal (and not in an in-character sort of way) (ex: “That’s right young sir, you could tell?”, followed by a lot of informal language, like “Umm…” etc.). I know this is done purposefully (you have a line pointing this out: “She’s acting strange… now she’s suddenly informal.”), but it doesn’t come across that way yet. If the dialog is tightened up (and grammar fixed), you could show her insecurity without needing to point it out. (… but, really, kill the “young sir” line. She’s young herself, and other polite references would work just as well in the situation) The characterization confusion continues later with phrasings like “Eh? But prez!”
Aoki’s conversation with Sasaki was confusing. He’s warm, friendly, making a friend. That grates with the antisocial, conflicted Aoki who called the friend encouraging him to be social a “cretin”.
Minamoto’s music really grew on me. It’s great for her early characterization. Will it change as we get to know her better?
The switching of the art club presidency was odd. Do it later in the game (such as after Aoki manages to get Kanade in). It really doesn’t make coming at this point (and the line from Minamoto, “There’s no one more capable than you.” was out of place, out of character, and very odd). Minamoto has reasons for saying so (which makes the comment seem less out of place in retrospect), but the timing is off. Later in the game (even just shortly after), such as in the first club meeting or after Aoki displays his talent to them (or as a reward for getting a 4th member) makes more narrative sense.
Overall Impressions:
Characterization – Needs to be tightened up. A lot. I’d suggest working extra hard to find each character’s personality and voice, and then redrafting the dialog to be consistent with the characters. Of all the characters, Minamoto was done best, but even she needs a lot of work in the second half of the demo. She keeps a relatively stable personality across most of the first half of the story up until the phone call to her late at night (which had a lot of promise, but her characterization quickly got loose and out of hand. I liked having her show excitement (read: more than a cool/cryptic side), but she quickly started speaking in ways outside the personality you’d developed for her. That phone call marked the point of change away from her solid personality).
Intro Movie – Extremely good. I’d use it as quickly as possible, in fact. The intro to the Mindstorm is a good idea (but it should be made much shorter and more concise and more vivid (show not tell!)), but it should be notable and quick and quickly lead to the movie. The movie is so good that it promises a quality product. It may make up for a slightly cryptic intro and keep the reader going.
Dialog – Stiff, verbose but promising. If it was redrafted to be consistent with personalities and the grammar was cleaned up, I’d say it would come across much better. Also, I think you could cut all the conversations in half by making them concise and clear, and the game would really benefit from it.
Sound effects – need to be volume-adjusted, and many need their loops to be adjusted. Also, some are confusing.
Pacing – Slow it down. Introduce the major characters before introducing the first plot problem (art club members). Right now the narrative feels washed out: Meet girl A, meet girl B, art club, need one more girl, meet girl C, assume girl C will be the fourth member = easy solution, etc..
And, if I haven’t already said it enough, SHOW NOT TELL! You’ve got an interesting cast of characters. As a reader, I don’t want to be informed about plot developments, I want to watch them. Also, that’ll give you more opportunities to concisely and creatively reveal characters (as opposed to the voice of Aoki/God simply instructing us).
I’ll look forward to seeing more of the game. Good luck, you can do it!