I can think of one suggestion right now, in Hero or Villain: Genesis, The side character Charlotte has weird dialogues when you want to know more about her (I think that is when you go out to a gallery exibition with her? I think it is correct because you don’t get many interaction with Charlotte and this is the first one). Her dialogue in that situation sounds very…Chatgpt…I feel weird feading those lines, not natural. Im not saying it is Chatgpt, but it sounds like it. She narrates about herself like a machine.
Second thing I want to suggest is that Adrao should spread the character interaction into smaller scenes. Instead of putting all the dialogues into one place (when you want to ask and know more about a character, this is espcially true for HoV: Genesis and HoV: Battle Royale), Adrao can randomize or at least break down into smaller pieces. Specifically, when asking to know more about a character, limit chooseable optionsto 2 to 3 out of 7, when the limit is hit move on the next scene, this will force the reader to decide what is most important to ask, to know, creating curiosity about the character. This also makes interaction short and helps the pace of the story, and then after a few scenes, introduce a random situation with the character again. This smaller building is more natural and effective, I think, at connecting with the characters. Both Book 1 and 2 of HoV series have this problem. For example, in book 1, when meeting a new character at work, you can ask a ton of questions to a character which really makes me feel not wanting to know more about the character because too many options, too many lines to read. It’s better to still keep all the askable options but limit how many options readers can choose in one scene to 2 to 3 questions. On the other hand, Battle Royale also suffers the same thing because you can only learn and ask about character background in training time, there’s no interaction with the characters outside training time.
