Feedback after playing the demo:
The gif integration is very nice and much needed. You also showed well how timing text along with it can be used for greater effect. I do wonder however if you've made it so that text waits for images to load, as that could screw up the timing.
Giving choices the option of being asynchronous is very cool and opens up possibilities.
But I'm most impressed by the "touch"-demo. How do you map the different areas of the image? Do you use a masking image? And how do you get it to recognize her back? Does every frame of the gif have a different mapping? Or is it timing based?
I have to say that something like that was not anything I would have suggested for EOS as I'd assume it out of reach.
So now I really need to think outside the box as well for feature requests.
One thing of note is that I tried to download two of the gifs that were used in the demo. One gave me a gif from an outside source and the other an mp3 file stored here on milovana. I assume that mp3 thing is your current workaround for gifs and not a final solution?
As I am writing this a few possible features pop up in my mind:
1) Use the "touch"-tech to censor images in specific areas. That way the image can be censored in any possible combination of ways without having to manually edit and upload all the images. This is of course most beneficial for images with many such areas as the number of possible combinations grows exponentially.
2) Add the option to make text, of a custom size, appear on top of the image.(Pure text, no background) Possibly with an optional fade in/fade out effect. This would allow for things such as quick commands to the player(without looking away from the image) or a hypnosis/manipulation like effect. I thought of this because giving a player a command such as "Ruin it!" or "Hands off!" while they are cumming and staring at an image is usually tricky as they are slower to read and respond to text at the bottom of the screen. Plus it requires them to look away which is undesirable. This would also combine really well with the gif integration or just in general with anything that requires timing(like a countdown) as the player wouldn't have to take their eyes off the action.
3) It would be cool if you could vary the size of the regular text as well. It would allow for much more emphasis and effect.
4) One cool little thing I've seen used in some visual novels is moving text. For example a word whos letters are waving like a flag in the wind or shaking up and down. This basically brings special effects into the text area.
5) It might be nice to have a command that clears the text off the screen. Currently you can only do this by switching to a different page. Something which is not always a possibility.
As you can tell I'm quite excited by the possibilities. I do wonder though how long you can rely on the current editor. It seems like it might already be a bottleneck for some of the features that exist in the demo.
EDIT 1:
I've just loaded up a regular tease in the OEOS player and one thing that really stands out is the much smaller text than the EOS player. My monitor has a somewhat high resolution at 2560x1440 and the text is hard to read without leaning forward.
EDIT 2 - Bug Report:
The tease that I'm testing is:
https://oeos-player-preview.herokuapp.com/?id=47942
The problem that I immediately noticed upon starting the game is that the text advances when it isn't supposed to. In the original advancing the text requires user interaction. This is obviously to give the user time to execute the commands. OEOS advances the text at roughly reading speed which makes this impossible.