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The Following Post has three major sections: 'Endings', 'Retrospective on Monster Girl 1,000' and 'Future Games.'

Endings:

This year, several manga have concluded, facing backlash from fans for their unsatisfying endings. As a writer myself, I find it fascinating to observe fan expectations and how they respond when those expectations aren't met. I can’t help but empathize with the creators. I've written stories with bad endings too.

But in order to avoid making mistakes like that, sometimes you need to make them. This post is going to be a retrospective into the development of my games—a documentation of where things went wrong and how I've learned from these experiences moving forward.

Friendship with Benefits 1 was my first story and game, and while it had the blemishes of an amateur developer in terms of art, writing, and most certainly its code, it still managed to capture an audience and deliver several tightly contained short stories that coalesced into a whole by the end. With the exception of its unfinished sequel, even three game releases later, I find myself reflecting on Friendship with Benefits 1 as the best story I've told and the best game I'd made. I got it right the first time, by pure coincidence, and it was only by fumbling around with some other releases that I was able to realize that.

However, even Friendship with Benefits 1, once upon a time, had a disliked ending. The original ending was a dour one that many remember as better than it actually was. Despite being a harem game that focused on freedom and variety, the ending forced you to choose one of eleven girls, and then the ending was a slideshow detailing the paths the characters would walk in the future. This didn't work for several reasons. Firstly, while the idea of choosing a girl to date and marry might be novel, it kind of sucked watching all the other girls go on to live solitary lives in the absence of the main character. Additionally, rather than leaving the future of the protagonist up to the player's interpretation, I solidified too much. Whatever I could have written in those future scenarios wouldn't have been as satisfying as the ending a player could imagine. This is why I settled on the finale I did, the spa harem ending. It showed how many opportunities the protagonist had for the future without directly committing to any of them. You may have your favorites, but a harem end is the best way a harem game can really end, and I want to return to this idea for Friendship with Benefits 2 and flesh it out even more, paralleling the way Unveiling the Unknown ended in a similar way.

Monster Girl 1,000's ending failed in completely different ways. For a long time, I've been obsessed with making underdog/weak protagonists. Almost all my games have had a protagonist surrounded by women and forces stronger than them, and they're merely a catalyst that brings people together. This can work in some stories, but Monster Girl 1,000 is an RPG. The protagonists should have been major players in the final missions, but I kept moving the focus away from them, even breaking away from the protagonist's point of view focus to show other characters clashing. Throughout the entire game, you’re often left twiddling your thumbs while other random characters are doing the cool things. Sometimes they’re not even interesting characters; they’re just ones introduced a few story beats ago.

Understandably, readers wondered why the protagonist trio was left so weak, even though the ending was the exact moment there should have been some serious catharsis and power fantasy. This was the big moment; I'd even set it up with prior events, but I completely failed to deliver. Instead, the finale of MG1K feels bloated and padded with side characters fighting, like I was too busy glazing my 'amazing' cast rather than delivering the experience the reader wanted. The worst part is that I did include this power fantasy in the form of another character. Swiftstroke has the exact hero's journey and battle odyssey that people were likely hoping for in the protagonist. Seeing exactly what they wanted for the protagonist given to another character likely soured people even more. Why does this interloper that's shown up twice in the story get to be the hero?

It's amazing how a minor story fumble in the last 5% alone can genuinely have gigantic consequences for the general perception of the game as a whole. Here's a quote from a real review: "The end of the game almost made me quit the game, delete it, and never come back. The only thing that made me finish it was the 70 hours of wasted time up to this point." - They disliked the ending so much; they considered the prior 70 hours wasted.

Despite that, I don't think the fans don't ask for much, not really. Attack on Titan. My Hero Academia. Bleach. Jujutsu Kaisen. All these shows could have had significantly better endings if the authors swallowed their egos and gave the readers what they wanted. Catharsis, fantasy, and closure.

Catharsis:

At its core, catharsis is about emotional release. Audiences invest deeply in characters and their struggles, so the resolution should offer a sense of satisfaction—it could be triumph, tragedy, or peace. It doesn’t mean the ending has to be happy, but it must feel earned.

Readers wanted Dante, the underdog, to finally complete his character arc and become a hero. They wanted him to be the one beating the villains and having an impact on the story.

A protagonist who overcomes a seemingly insurmountable obstacle allows readers to let go of the tension they’ve held onto through the journey. Without catharsis, an ending feels hollow, like a song that never reaches its final note.

Fantasy:

Power fantasies aren’t just about strength or dominance; they’re about giving audiences a chance to escape into a world where their desires and ideals are realized. When protagonists fulfill their ambitions or rise above adversity, it’s not just their victory; it’s also the audience’s. Neglecting this element often leads to frustration.

Closure:

Closure ties everything together, addressing lingering questions and giving the sense that the journey was worthwhile. Readers need to feel that the characters have reached a point of resolution. A lack of closure leaves the story feeling incomplete, as though all that came before was pointless.

 

Balancing these three elements is what makes an ending resonate, and it’s some of the biggest failures in Monster Girl 1,000, but also the manga series I’ve acknowledged above.

It's not about pandering but about respecting the emotional investment of the audience while staying true to the story’s core themes.

The best part is that it’s easy to plan ahead if you know what matters. The worst part is that it’s not enough to simply include these elements; they also have to be well executed. My panned Friendship with Benefits 1 ending technically had these three elements but still lacked the punch required to make it work. The only way to make ‘picking a chosen girl’ work in a game would have been to make an entirely new scene for each girl, with a unique sex scene too. However, for ten girls, that’d represent a significant amount of work for a segment of the game that most players will only see 10% of without reloading a save file.

Friendship with Benefits 2, version 0.7.0, is currently in development. And it includes an ending to ‘Act 1’ that is big and explosive. Let’s hope these thoughts can materialize into something good, eh?

Monster Girl 1,000 Retrospective:

My thoughts on Friendship with Benefits and endings are over now; the rest of this post will be a retrospective on the development of Monster Girl 1,000 for those interested, and we’ll start off strong by saying that Monster Girl 1,000 was the fumble in every way an indie game can be.

It was a game burdened by too many characters, too large of a scope, and too many plot threads.

It's a gigantic project even in its current state, but the original intention was for it to be even larger. When first designing, I had a thousand ideas. In fact, Monster Girl 1,000 was made on a complete whim. The original plan was for a game called Monster Girl Paradise set in hell—I'd even started writing it; the world-building and first plot points are still fresh in my head. You'd wake up at a reception in hell, and a succubus (Alice) would ask you to fill out a form. In the process, you'd both come to the realization that you'd been sent here by accident. As a result, you'd be sent to 'Paradise', a resort in hell for the monster girls. There were two potential paths here: a Planescape Torment-inspired 'loop' story and a Vampire the Masquerade/Disco Elysium-inspired novel story.

But somehow, I pivoted to this fantasy game that I'd been planning for even longer. Some people in my server may recall that I’d already made an abandoned, unnamed RPGMaker project in 2018 featuring cat girl twins Luneth and Celeste, who were spiritual successors to Bessie and Ray, respectively. Celeste was particularly identical to Ray in personality. This game concept is older than FWB 1, and that blows my mind.

It wasn’t until January 2022 that I started developing Monster Girl 1,000. As you can imagine, the game had been brewing in my mind for years, with constant iterations to the point where the finished product is unrecognizable from my initial imaginings.

The first thing I did was excitedly write down several area names and biome, along with the varying monster girls that would be attached to a biome like that. For the beach, there would be a shark girl, crab, mermaid, scylla, naga… Then in a horror-themed place, we'd get a doll, ghost, vampire, zombie, oni, and pumpkin queen! I had these large lists compiled for each hub of quests, characters, content, and even mechanics.

For the first few cities, I managed to achieve this: Misty Woods had a massive story with a large cast. Mistral Village included management systems, an arena, and a variety of rewards and upgrades. Elysian Colosseum might have the most content of any other area in the entire game. Each area was effectively a small game. I’m serious when I say I've played games that are around the size and scope of 2-3 cities in Monster Girl 1,000.

But I’m a solo developer, and this was my second game. Progress was glacial; each area was starting to take months. By the time I reached Magic Weavers, I was burning out, and for some reason, I didn’t have the awareness or sense to cut things down in a sensible way.

I saw my original plan as a commitment—a series of ‘goals’ I had to meet. But I wasn’t even halfway through, and I was so burned out by this and RPGMaker’s engine that I returned to the Ren’Py engine to develop Tuition Academia. That game was a breath of fresh air for me.

When I finally returned to developing Monster Girl 1,000 seriously, every area was half the size of the first few. New locations went from having 5-6 characters and quests to 1-2.

By the latter half of the game, I was genuinely rushing to the end.

More than anything, Monster Girl 1,000 needed was a change in mindset, a change in development philosophy.

I realize now that I could have made Monster Girl 1,000 significantly better while slimming the game down, reducing development time and stress. All with one simple question that I never asked myself:

Why have four shitty, smaller locations when I can dump all that energy into developing one big, interesting area?

Better yet, why make a cast of 70+ characters, each only having a miniscule role and development, with a singular formulaic sex scene, when I could just make a small cast of ten that are constantly developed and built up? Ray and Bessie are everyone’s favorites for a reason.

The scope and design of MG1K were always impossible for a single developer to bring to fruition in a time span that made sense. So many characters became forgettable and throw-away with sex scenes that became predictable and formulaic. Eventually there was almost no sexual tension and buildup.

Thankfully for me, Ray and Bessie effectively carried the story of the game, but so many areas and events felt pointless and padded because every area 'needed' a quest, and every character 'needed' a sex scene because that's just the formula I'd locked myself into.

That, combined with me rushing the end of the game, seeing it as more work than play, left the latter third feeling like a massive drop in quality.

Finally, there were several major story elements and mechanics in Monster Girl 1,000 that just didn’t work or were poorly planned out. Here are a few of them:

  • Spirit: was the ‘power level’ of my game. I wanted to tie narrative strength to a meta part of the game’s progression, only to accidentally tie my hands in another way: the only way to get strong in my game was to be a mass murderer. Oops. That in itself could have been really interesting to explore, but I just kind of ignored this issue.

  • Monster Girl Ancestors: This is some of the worst world building I’ve ever seen for a fantasy world, and its mine! Essentially, Monster Girl 1,000 is a post-post apocalypse. Humanity almost reached extinction, but Eris was able to use some of her power to create monster girls. In creation, she made a monster girl for every animal, every insect, etc. The ancestors were all immortal. The problem is, the setting of Monster Girl 1,000 doesn’t take place 1,000 years, or even 100,000 years after this. No, Monster Girl 1,000 takes place potentially hundreds of millions of years later because I needed these ancestors to not only repopulate the world, but for their offspring to evolve, and then reach the point of extinction once again. Meanwhile, these ancestors are still alive and about in the world. Alice, for instance, is the bunny ancestor. Now, tell me... How would you write someone that’s potentially 100,000,000 years old? Frankly, I have no fucking idea. We couldn’t even begin to fathom what that would look like. Injecting my story with 14+ of these characters was a terrible idea.

  • Oh look, another world-ending plot: Did anyone else notice that MG1K is just full of these? The sun is near the end of its lifespan, meaning it’ll supernova soon. There’s a giant space creature that’s managed to corrupt and consume an entire continent. There’s an evil goddess using the population of the planet as literal cattle for her imminent resurrection. Also, there seems to be some ‘Elysian’ crystal capable of manipulating people to such a degree that it formed a religion and resurrected a few people. Why so many big ideas? I really ought to have stuck to one of these at most. I’m surprised that I managed to explain and tie them all up in the end.

  • This story is miserable: For some reason, during the time I was writing MG1K, I was obsessed with trying to make the reader sad. I thought that a story that could make the reader feel sad automatically meant it was good. As a result, almost every major story moment is tragic. There’s unnecessary sadness, death, and brutality throughout. I genuinely toned it down at some places because even I thought I went too far. For instance, the original plan at Little Shroom City was for everyone except Dante, Bessie, and Ray to die. I chickened out and pulled a deus ex Deathclaw out of my butt instead. Which just ended up being another instance of the player sitting around watching random characters do cool things.

How would I make Monster Girl 1,000 today?

Mechanically, I still consider the game to be a remarkable success from the RPG front; I wouldn’t change a thing about the skills or weapons system.

However, I'd radically change the setting and story. I don't even have to think about it hard either, because an early concept of MG1K still exists cleanly in my head: it was a story about a protagonist that lived in a monster hunting village. In that village there was a ranking system, and you'd start at #1000 and climb your way to the top. This was before I had any plans about Ray, Bessie, or anyone else. At its core, there was just a village and its citizens. Rather than making a country-wide adventure with world-ending stakes, I should have focused on that coming-of-age story with a smaller cast and smaller stakes. The Michaela, Eden, and Eris plot could still exist, but they could have just been corrupt bureaucrats; there is no need to create a world-ending conspiracy.

This in general will be my approach moving forward. For some reason, I’d tend towards harem casts that just kept bloating up in size and scope. Even in my other games, I had this habit of injecting random one-off characters with one-off sex scenes, when that effort and development time could have been better spent developing a pre-existing character.

Future Games:

My next game will be “One Pump Chump," and it’ll be my first ever game that entirely focuses on a single character (with the soft exception of the female protagonist-led Tuition Academia). In this game you start as a weak, C-Rank hero, fighting a monster too strong for you to handle. Tatsumaki appears and saves you, but with the monster's dying breath, it casts a spell that prevents the two of you from ever feeling pleasure from the same thing twice. Handjob? That only works once. Blowjob? Only once. This is undoubtedly going to be a hilarious premise with a tsundere like Tats. I'm excited to really see how far I can develop and explore a single character emotionally and sexually.

Looking further into the future, my next planned titles have the preliminary titles of ‘Cat Girl vs. Dog Girl' and 'Seventh Heaven’.

Cat Girl vs. Dog Girl will be a visual novel rom-com focusing on the competition of two girls to win your affection. Goldie is the childhood best friend dog girl that feigns indifference, but as soon as the NameTBD cat girl comes along and shows interest, it’s war. This'll be a simple slice-of-life VN that serves as an evolution of a game idea I've had rattling in my brain for years now. For a long time I've wanted to make a 'Life Sim' game where you live with a girl and slowly earn affection with them, inspired by what might be the first game in this genre 'Teaching Feeling'. Since this'll likely be a very simple game, I'll be developing aspects and systems of my next game simultaneously, because the game after this is going to be pretty complex...

Seventh Heaven will be a female protagonist RPG where you control Tifa. It’ll be a parody of FF7, and it’ll lean a lot into that fun, parody aspect. It’ll be set in an alternative version of the infamous Wall Market section, where failing to corner Don Corneo, Tifa narrowly escapes with a bounty and will have to fight her way back up to the Don’s manor to rescue Aerith and Cloud without her equipment. You might initially suspect that this is a weird game for me to develop; however, it’ll be heavily inspired by Karryn’s Prison, which is one of my favorite H-Games. I think Karryn’s Prison and its systems could be built upon to develop something even better, and I want to give it a crack. However, I refuse to use RPGMaker as the engine, meaning I’ll have to develop some of my own game systems in Ren’Py.

Thank you for reading this retrospective and for supporting my journey as an artist, writer, and developer. I look forward to sharing more stories and games soon!

Comments

Domlololol

From one Dev to another, you’re doing great guy keep at it, introspection is always important to improve, I do the same after every development cycle 💪

Isaac22115

Yeah, I do agree about MG1000, but it still is my favorite game out of all of your games so far since I love action RPG games. I liked most the characters that were in the game, even the villains and one offs.

Teku

This was such an insightful read and I had such a fun time with MG1K despite all of this. I enjoyed the idea behind it. I think small reoccurring characters does in fact work more than tons of characters because eventually as a player I just cared about doing "stuff" with Ray and Bessie over literally anyone else in the game. I haven't played it in awhile but in terms of plot, I genuinely only remember the evil goddess one and have completely forgotten what the others were. The power of Dante did in fact feel robbed because I remember doing everything I could in the game to increase his rank and by the end of the story I think Dante only ended up at A while several characters were revered as SS if I remember correctly. This has me so hyped and excited for your future games because I've been a fan of your art and work since FWB 1

Ninjastar52

It's genuinely so interesting to read through this post and see how much you've evolved over these last few years. I've loved everything you've made so far, flaws included. Keep it up 👑

Reiku

I feel I should say, I've been following your games since the first fwb too and I just love your work. Monster girl 1000 is a great example, perhaps yes somethings could have been done differently as you said. However look where you have gotten too. I love your work and keep doing amazingly twisted. 🫡

Graham N Klein

So, I've noticed myself picking up and putting down MG1k. After the part on the city in the sky, I noticed the plot sorta became less about repopulating and more about saving the world. At which point the romance felt forced. This is where I get bored and put the game down. I'd say it still is my favorite of all of your games, but I think I like it for the idea of it, rather than the game itself. The idea of having different MGs for different biomes really did suck me into the story. I honestly wouldn't mind if you revisited MG1K in the future with what you had originally planned, waking up in hell/paradise.

BloodAngelsCaptain

While MG1K is my personal favorite of your games so far I do see what you are talking about. It probably would benefit from a slimming of the cast (just as long as Historia stays with Bessie and Ray). That said though, for what it’s worth even with the ending not being what I hoped for I still liked it and think you did a great job, especially as a solo dev.

MaggietheTanukie

Hmmm, i love mg1k. I'd say breaking the game down into smaller sub archs (games) would heavily benefit the game. Change the main antagonist from world ending to corrupt beurecrats doing a massive cover up of some sorts. Id love all the characters in mg1k, just wish there was some sort of side stories or quests to unlock upgrades and love interests. All optional ofcourse

Mnemosyne

hits the nail on its head. MG1k was probably a setup for a game you could spend another 3 years developing on, especially since the scope was so big (somewhere in the beginning it directly mentions "hey let's make babies with 1000 girls") I noticed that you wanted people to be sad at multiple occasions, and didn't really understand it myself. I think the story went way out of proportions so it swallowed up the actual premise of the game (being a harem simulator). In the beginning, you had lots of fun, and already made a lot of babies with various girls, and them even coming to mistral village and stuff. Over the middle part of the game, this became less, and in the rushed end you barely had any. One thing I was kind of annoyed by was that post story finale the game ended almost instantly. Even though that was the timing where the "procreation conquest" premise of the game could have really kicked into gear. Bessie and Ray only being pregnant in the weird ending timelapse after the weird timelord boss fight was also a giant "?" for me. I also did not understand Swiftstroke as a character in any way. For the future I'd say: Not everything has to be in a gloomy setting, with gigantic stakes and everything. And also you could still make some kind of DLC for MG1K to add something to the postgame :)

SpaceExhibit

I'm no game dev but I love books my favorites are progression (start weak get strong to protect what's yours or change something which is probably took a likening to unraveling). ether way I am enjoying your games its good to hear your thought processes.

Derp Bob

I must say, though I haven't finished MG 1000 yet, it is so far the best and most interesting NSFW game I have ever played. I am very invested in the characters and their journey, and though I have heard a lot about the supposed disappointing ending I look forward to seeing it regardless. Currently I just got to the part where you meet Gabriella. So far I'm really enjoying it, and I especially like how there are heavier themes within the story. The alternate ending after reaching the capital for the first time, had really resonated with me in particular. The idea of the MC living forever, and having Ray, Bessie, and their adventures fade to memory with only their statues left behind really hit me. Recently, I lost someone close to me, they had always been there my entire life, and though I knew it was going to happen the idea of going through life without them really hurts. Thinking about characters like Ray and Bessie slowly aging and passing away after their journey whilst the MC stays forever youthful is gut-wrenching. Its really made me self reflect and value the relationships with people in my life, and there is always the idea in the back of my mind that it will all come to an end eventually. I'm only 23(M) and this may sound weird but I think this game may have convinced me that I want to have children later in life. As time passes I know I'll only lose more people close to me, and the idea of leaving behind a legacy and having a purpose beyond oneself seems really important to me now more than ever. That being said I still haven't even finished the game and yet its had such a large effect on me. Hearing how the ending may have been rushed, and various loose ends may still exist, I really hope this game/setting gets revisited in the future. There is clearly a lot going on in this world, and that leaves a lot of potential story's to be told. Maybe a DLC or sequel to the game, that is more focused on smaller scale stuff after the ending to help revisit and further develop the MC's relationship with the harem girls. I need to finish the story first to give any specific ideas but so far here are some things that I feel could use more attention thus far into the story. Many of the harem girls seem to just disappear after joining the village. I think there should definitely be more focus on them. Not just on their relationships with the MC but with each other. There has been a few lines suggesting that Ray and Bessie in particular is sexually interested in the other girls, but nothing much seems to come of it. Granted this is likely due to me not finishing the game yet, but alas I want to see it. For me a big reason I'm so into Bessie is her obvious bisexual nature and encouragement of the MC's quest to breed other girls. I think overall the game should have focused way more on this, I definitely feel like the game and plot took a completely different turn once the player reaches the capital city. If there ever is a revisit this should be the main focus, not just the sexual journey of the player but of the "other MCs" in the form of Ray and Bessie. Assuming of course that the population crises is still a thing after the ending. Additionally, the game sets up that there are multiple continents with entirely different peoples, and nations with different beliefs, that if I were to guess doesn't really go anywhere. I think any potential sequel could use this a the focus for a new adventure. Starting out as a bit of a harem sim, but them something pulls the characters out of "retirement" to go on an adventure elsewhere. All the whilst keeping the stakes much lower and focusing more on the development of previous characters rather than introducing new ones. Also, assuming this doesn't get resolved at some point in the game I think the MC's immortality is a great aspect of potential conflict that could really be explored. I'm not sure in what form or shape this would take, but the idea of the MC completely outliving all of the girls, has got to be something that the characters grapple with and that could be really interesting to see, especially if there is satisfying resolution to it. Needless to say I am really invested in the setting and the characters presented in it and I think there is a lot of potential within it. I really hope you consider revisiting it again in the future. Maybe in a more episodic format to keep things manageable. Regardless, I look forward to whatever you have planned in the future. I've also been playing through Unveiling the Unknown, I'm about half-way through, and I must say I love your art and writing. Even though they are just hentai games, I can't help but think about the greater setting that they take place in, which makes them just that much better and keeps me invested. The only other games that have interested me this much, is the Crimson Keep games by Introspurt, I think its because it keeps some of the same characters around and keeps developing them whilst also introducing new girls as the game progresses; that and I just really love harems with good art. Anyway keep it up, I loving your stuff so far. I'm sure I'll have more to say when I finally finish these games. Its kind of difficult to fit these sort of games into my schedule, lol.

Finnrock

I greatly appreciate the detailed after action report. Something that caught my attention was the mention of the sad or difficult themes in MG1K. Honestly, I really appreciated those moments. They made me put both hands on my desk and pay attention. It made the characters feel more like real people rather than "rando girl from X area", and the fact that they would be willing to open up to the MC and share those kinds of problems and histories shows some deeper emotional connection in addition to the physical connections. I still haven't gotten to the end (in fact I just got to the abomination) but regarding what you've mentioned about catharsis, I feel like the sad moments with each character act as small moments of catharsis for their plot lines. Those are the difference between a meaningless sex scene and one that carries some weight.

Joneleth

May I humbly suggest checking out The Last Sovereign when you have a chance? Likewise, have you ever seen that game Twisted? From reading your retrospective here and this comment... Well I think TLS may be the unicorn that got there. It is also free.

Derp Bob

The Last Sovereign seems interesting, looks like an older one, I'll add it to my list. What's the Twisted game you mentioned?

Bobiscius

Monster girl 1000 was fantastic! Only downside was Keke wasn’t a playable partner

Jackal

Despite its flaws I did genuinely enjoy MG1K and even some of the more minor characters turned out to be my favorites. Luna being a big one. But in hindsight we definitely didn't get as much time with the harem as we could have I do agree there. And I definitely agree that Dante gets sidelined quite a lot. Overall I think the game would have been better with the larger focus of the harem itself and even more time with the other top hunters. Though I'm biased in that last regard because, as stated, I loved the hell out of luna. All that being said I think the game is still really good for what it is. I saw no problem with a world ending plot, it's an rpg after all. Sad and difficult themes? Those were honestly a good part in my opinion. Though it was always nice when some of those darker themes and the characters who struggled had others to pick them back up. Yulia my beloved. So while I definitely do agree with some of the criticisms I still would like to say that overall I thought the game was still really good. Really only thing I would have liked to see differently was less Dante sideling, more moments with the harem, and more time with the top hunters (especially luna) aside from that I still find it was solid.

Doc

FwB1, if there were individual endings, the ending is only sour if you write it that way. And a harem option could still be available. It's a game, and for replay value, it's exciting to see multiple endings. You're the boss in the end, and you're fully entitled to your opinion. I disagree with it. The way it ended, it felt unresolved. Like I was building to something, and never got to finish. That was my biggest frustration with the ending. Felt like my book was stolen before I got to read the ending.