I am not a visual novel expert -- I've only played three or four from finish to end -- but I thought it'd be fun to nitpick at some interfaces to point out some things that seem odd to me and some things that work. No need to agree or disagree with me - if you have your own opinion, take the picture and describe what works for you or doesn't work for you.
Title: Comic Party
A faily clean interface -- Previous and next buttons on the right, possible hisory button at the bottom right, name on top with a tiny character icon and speaker's name. I'm not sure if this is a special scene or not, but it may be interesting to have a game that is entirely scenes instead of a character image over a background image.
I wonder how you save or load in this game, or change the game settings (Audio? Video? Read speed? Skip?).
Title: Snow Sakura
Another simple interface. I like that this one has skip and auto on the right instead of backwards and fowards. Presumably the rest is under the menu text. It looks like speech is put into "quotes" and perhaps narration is not contained in quotes, which is a nice consideration of the English literary tradition. Excellent grammar and punctuation is always a huge plus for a visual
novel.
Title: Shuffle
Date and day on the top left, menu options at the top (frm, load, save ,skip, rev, auto). Does the bottom right triangle do something? Interesting framing of the text, although I'm curious if the dead space on the left and right sides of the text box is useful for anything.
Title: Planetarian: Chiisana Hoshi no Yume
This game's interface looks something like a 1/2 adventure-style visual novel and 1/2 novel-style visual novel. Perhaps the character disappears when the main character isn't talking to anyone? The spoken parts are contained in brackets: 「ペラペラペラ」 (Japanese equivalent of quotations in English)
Title: Kusari
I like that there's no line dividing the top of the text box and the active (character) space. It makes the active space look bigger than it actually is. On the right side there is save, load, [history?], auto, and skip.
Title: Chaos Head
This interface looks just like a movie, and the visuals look like something from a movie too. I'm a fan of clutter free interfaces as long as things aren't difficult to access when they're needed. At first glance I can't tell where the menu buttons are but since there is so little on the screen, I get the feeling they would be very easy to get used to.
Many visual novel games use a transclucent textbox to make sure the gamer can see all the hard-worked details of the game, but I think sometimes filling the entire screen with a visual is overwhelming. It's good to see a game that uses a careful balance between empty and filled space.
Title: Aoi Yori Aoshi
For a visual novel, the images look sort of budget, as if they were intended for a television anime show. The word bubble textbox is a fun idea, but the way the character's portrait cuts off the character's arm is disconcerting. It also seems reduntant that the character portrait is the same character image already on the screen. Perhaps it would have been better to leave out the character portrait, even if it makes the conversation ambiguous, and even then the game could have had a rule during development that only characters who are talking have their mouth open when displayed on the screen.
Title: Sakura Sakura
I'm not sure if I really enjoy text on a lighter background, because I think my eyes tire faster when the screen is very bright. This is probably why many visual novels choose a darker background for their textboxes and opt to display the text in a lighter tone. Again, I'm not very much of a fan of the repetition between the character illustration and the character portrait, but at least this time the character is carefully cropped so that no body parts are unfortunately left out. It's also nice to be able to see the character's name at the bottom left in case the player is bad at names.
I wonder how you save, load, skip mode, or auto mode in this game.
Title: Binary Hearts
This looks like a mix between a movie-like interface and a traditional visual novel interface. There is a sharp difference in the level of refinement between the portrait and the background, so I wonder if the background was "borrowed" from a screenshot of an anime. The placement of text looks ambiguous, and the colon (:) after the character name (Frei) unnecessary. I am worried about where the game options (save? load?) are. It's not as impressive when a game uses a generic windows-style program menu, which I suspect is what this game may rely on for game functionality.
Title: Gadget Trial
Too often the appearance of the protagonist is ignored in a game, so it's good to be able to see who is talking to the two characters on the screen. this game also has a very simple interface consisting of navigation buttons on the right (I'm guessing they're Hide Textbox, Skip, and Auto) and the speaking character's name and dialogue on the left. When the character's name is placed and styled (bold) seaparated from a character's dialogue, I don't enjoy seeing a colon (:) after the character's name. It's not only grammatically incorrect (colon connects two related sentences) but also redundant (If there is going to be quote marks to indicate the next part is spoken by the character who is named, why do you need a colon?) and confusing. As far as I know, I can't tell if his name is "Mihara" or "Mihara:", like one of those weird MMO names that use a lot of symbols like ^_^<utie_5+@r~-_.>