Hey everyone, thanks for checking out my game! I'm Loweki and I'm creating anything and everything I like. This includes, games, renders, and animations. Why not join me as I piece together a world for everyone to experience?

Neon Effect is an interactive Adult Visual Novel with dating sim and light gameplay aspects in a streamlined point-and-click environment.

In the distant future, technology towers above all. Cybernetic body enhancements (CBE) are as common as tattoos and virtually essential to get by. However, a new invention has been on the rise -- androids! Ranging from household maids to store clerks, androids have been slowly integrating into society. Welcome to New Dynamo City, the metropolis of neon lights!

This game is still in active development! In its current state, you can play through a couple of days to experience the story in a stream-lined fashion with light gameplay mechanics. Outside of the visual novel portion, there's a unique sandbox environment you can explore to immerse yourself in the world of Neon Effect.

I HIGHLY suggest downloading the game despite it being in the Ren'Py engine for the best experience. I've been pushing this engine decently hard and there are a lot of moving parts and fancy graphical tricks I used that the web build can't keep up with smoothly or properly due to browser limitations.

 If you're interested, please join the Discord!

Official Feedback/Bug Form: Google Form

PATREON

Updated 22 days ago
StatusIn development
PlatformsHTML5
Rating
Rated 4.4 out of 5 stars
(11 total ratings)
AuthorLoweki
GenreVisual Novel, Interactive Fiction, Simulation
Made withRen'Py
Tags3D, Adult, Dating Sim, No AI, Point & Click, Ren'Py, Sci-fi
Average sessionAbout a half-hour
LanguagesEnglish
InputsKeyboard, Mouse
AccessibilityInteractive tutorial
LinksPatreon
ContentNo generative AI was used

Download

Download
NeonEffect-v0.1.1-mac.zip 489 MB
Download
NeonEffect-v0.1.1-pc.zip 496 MB

Install instructions

  1. Download the .zip
  2. Extract to a folder
  3. Run the .exe

Development log

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Comments

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(+1)

IN DEVELOPMENT. I do see potential here, but some fundamental design choices don't make sense to me. At its core this is a highly stylized linear story game, on that front the game performs pretty well. But at the start of each day there's a recurring point-and-click sandbox segment where you can scavenge for resources, maybe spot some secrets, complete tasks for money, and buy items from the shop. I don't get this sandbox segment at all, it doesn't make the game meaningfully better. And it even breaks immersion, since the following main story segment sometimes starts with you getting out of bed in the morning, even though you actually spent the first half of the day during the sandbox segment: traveling through the city, scavenging stuff, and completing jobs.

And on top of that, those jobs you're doing solely consist of a recurring repair minigame that you also sometimes encounter during the main story segments. And this minigame is really boring. It's not interesting, it's not deep, it's not rewarding, it barely even qualifies as a minigame. Though it looks a lot better than some of the improvised minigames in other AVNs, I'll give it that.

Really, what the game especially excels at is visuals and overall style. The biggest plus is a large number of well-made looping animations, some of which are lewd and some of which aren't. The characters look nice, and everything feels very polished overall.

Regarding the story, I'm a bit torn. On one hand, the game definitely has its moments here. On the other hand, it occasionally feels like there are not enough renders to properly represent a scene visually.

Minor complaints:

  • In some dialogue lines, the characters use the MC's default name instead of the custom one.
  • You can buy multiple upgrades of the same kind, but those additional copies don't do anything, leading to wasted money.
  • If the dev already knows that the title screen music is too loud, why doesn't he make it quieter or reduce the default music volume?
  • In Ren'Py games, the S key usually takes screenshots and even the controls screen lists this keybinding. However, it doesn't work, presumably because the S key is used for the minigame and when looking around. The dev should consider binding screenshots to another key.

To summarize: Visually and stylistically the game is amazing. The story has its moments, but the gameplay side of it is bad. If the dev works on the troublesome parts, this could turn out to be a really unique AVN!

Overall: 6/10
Visuals: 10/10
Animations & Lewd Content: 9/10
Characters: 8/10
Story: 7/10
Audio: 6/10

(+1)

Great write up!

I really appreciate the time you took to share your experience. For the most part, the sandbox segment is to split up the main story parts, which is something I personally prefer so I'm not stuck reading the whole time. I made the sandbox segments have locations that unlock passively through the main story, but currently it acts more like a foundation for the next update. As for the immersion breaking, I do agree that it can sometimes feel clunky switching from sandbox to main story, but that speaks more on my writing and planning ability than anything else and will likely get reworked. I tried to streamline the main story as much as possible, which is also why the sandbox segments might feel off, I just wanted to avoid the bumbling around the map and clicking everything to find the next story part. I'll look into making a good in-between of the two options.

Regarding the minigame, I made it simple on purpose for "one-handed" gaming, but that doesn't excuse it for being mundane. Even I think it's rather boring, so I'll figure something out to make it more interesting.

While I was developing the current version, I was worried about bloating the game with tons of renders where a body part shifts like two inches, so I kept it to a minimum in favor of animations. However, after updating to the current version, the size of the game didn't increase all that much, I've already planned on increasing the number of renders/animations in future updates.

I've fixed all your minor complaints; they will be applied in the next update. I also do lower the master and music volume, but if I forget to do so that's on me. The wording about the volume didn't come across as I intended.

Thanks for your review, it helps make the game better! 

(+1)

Thank you for considering my feedback! I have one counter-argument: As it is right now, the minigame can't be played with one hand. You need the mouse to click and the keyboard to type in the arrow sequences. You could have one hand switch between mouse and keyboard, but the arrow sequences are under time pressure, so that's a suboptimal way to play. You could mitigate by not starting the timer until the first key is pressed, if you decide to keep that mechanic at all.

Hello! Do you plan to do Chinese translation in the future?

Hi!

I currently don't have any plans to add translations in the future. But that could change once I complete the full script and story.

Hello, can you translate into Spanish

Hi,

I'm currently not planning on adding language localizations due to budget and that the script can still change in the future. Sorry for the inconvenience!

If you ever want to translate into Spanish I can help you, although my English is not very good.

(+1)

Perhaps the location switching could be changed to a map or a list. Having to go back to the workshop every time is a bit cumbersome.

Noted! I'll play around with a map idea for a bit. If that doesn't turn out as I like, I can change it so that you don't have to return to the Workshop every time.

(+1)

game is a masterpiece cant wait for an update

Thanks! I can't wait to start working on the next update.

(+1)

Really enjoying the game so far!

I’d love for the QTE feature to support WASD inputs in addition to the Arrow Keys.

I also was able to meet Abby in the alley. The dialogue suggest I already know her (“Down for another trade?”), which felt a bit confusing.

Regarding the visual novel aspects: it would be great if either the dialogue text or at least the speakers name had a unique color. At times, it wasn’t immediately clear who was speaking unless I actively checked the name. Alternatively, showing character portraits for all speakers, similar to how it’s done for the MC.

Otherwise I really love the sound design, animation work, and overall presentation. Great job so far!

Great feedback!

I'll be sure to include those changes in the next update.

Thanks for checking out the demo!

(+1)

Will this be a game that's sold somewhere? I have to ask germany makes it difficult to buy without losing paypal or something.

(+4)

This game will always be free. I'll be updating this page as I work on future releases. 

(1 edit)

Thank you for the answer.

Is the current content completely in the browser version? seems like there is no need to download yet, depens if you keep the save or stuff.

Yes, they both have the same content. The only difference is that the downloaded version runs a lot better than the web version due to browser limitations.

(+1)

Will there be a android version?

Maybe in the future. I don't have a reliable way to playtest an android version and some features would need to be reworked to be able to function without a keyboard.