Because it& #39;s been on my mind this week, especially this morning: things I, as a long time visual novel player (and a dev, I guess, but whatever) will IMMEDIATELY and instinctively roll my eyes at if I see them in your visual novel/narrative game description...(imo, obvs, lol)
"A game where your choices matter."

Y-yes?

In a genre where multiple and branching routes are the structure de jour, player choice is the expected manifestation of that gameplay loop. It& #39;s common for your choices to "matter" to some degree. Instead consider telling me...
...HOW and/or WHY my choices matter. What specific aspect of the game/story do they affect? Will one wrong move end the world? Will choices I make early come to fruition in the final act? What KIND of agency are you giving me over the story?
Describing it as "story-driven."

This one understand. It probably comes from a place of "this isn& #39;t like one of them thar H-games."

While it& #39;s a great descriptor for other genres, it& #39;s really broad for one that& #39;s already narrative-centric.

Consider, instead...
...using plot- vs character- driven (if you feel you must) or just relying standard genre descriptions.

I know that slice-of-life will have fun characters while an adventure is more likely to have a lively plot.

And I know a sex-for-the-sake-of sex game on sight.
This one may be a hot take because I think it defies some marketing tips, but saying your game is/does:

-not like other VNs
-not like "normal" VNs
-something "no other VN has ever done" or "VNs don& #39;t typically do"

irks the HELL out of me.

I& #39;ll explain..
I know I& #39;m the Spiders Georg of VNs sometimes, but in 2020 alone I& #39;ve played 60+ VNs, demos, IFs, & narrative games. That doesn& #39;t include games I& #39;ve edited or acted in.

I hate to break it to you, but your game/mechanic is not NEARLY as unique as you think it is. I& #39;m SO SORRY...
The Jungian collective of game dev is constantly iterative, and visual novels are a part of that. If you devise something, there is a non-zero chance that someone else has already implemented it. You don& #39;t have to advertise this, but you have to acknowledge it as a creator...
I very frequently (on KS in particular) see someone REALLY hype up this "one cool mechanic" of their visual novel "that& #39;s never been done" and my reaction is "uh, yeah it has. 20 years ago."

Now, I don& #39;t have faith that you& #39;ve actually done your research...
My propose alternative: tell me all the cool shit in your game, and I& #39;LL decide if I& #39;ve ever seen it before or think it& #39;s "different."

Hype up whatever your game has to offer, but constantly screaming about it& #39;s "uniqueness" feels like a facade for an otherwise mediocre game.
Touting the high-word count as though that automatically makes your game better than other EVNs.

Fate/Stay is 800k words, and I& #39;d rather just alternate replaying DMMD and DD:ADDS 5 times.

Divorce length from quality or enjoyment, and leave room for everyone at the table.
A corollary I thought of as I was writing this:

I think there& #39;s a misconception that all JVN are like, epic level huge-long games that EVNS have to aspire to. The reality is that while they do tend to trend longer, there are PLENTY of sub-20, sub-10, and even sub-5 hour JVNs.
Saying your big titty anime girl game is for "fans of traditional JVNs." I have no qualms with BTAGs, but JVNs (like EVNs) aren& #39;t a monolith.

Paca Plus and Saya no Uta are VERY different games, but both equally Japanese.

Consider instead...
"For fans of Sweet Pool and Clannad, you& #39;ll enjoy our game about bishounen who cannibalize each other then get real sad about it."

Something x Something is a VERY common elevator pitch technique that you can and should utilize in your game marketing.
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