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Very tastefully -- and effectively -- written. Kudos to the writers on this...probably best romantic game writing I've seen in-game.
In my game between Sebille and my main character - the Red Prince. (highly recommended, very sweet).
As you may have noticed, there is a sympathy system between the characters,
visible at the pop-ups (+10 sympathy at Sebille for example) in dialogues.
However, these pop-ups do not appear in conversations between custom characters.
Where should the game also relate to what the character likes and what does not?
One would have to introduce a similar system (or expand the existing ones) for custom characters, so that the romances between custom characters also have a credible effect.
That would certainly be very cool and would improve the atmosphere of the game, but it also contains a lot of scribe work based on questions about the personality of one's character.
The original characters have a personality that can be used to fix what they like and what is not. Custom characters are completely free of this.
You need to either specify that you liked a certain response in the dialogue and distribute accordingly sympathy, or you can need a system to build a personality for the custom characters,
possibly based on the existing original characters ("He/she likes violent answers, but hate tricky ones", "Like Necromancy, hates treason" "Loves animals" or something like that).