4.60 star(s) 10 Votes

ffive

Devoted Member
Jun 19, 2022
8,286
19,729
The UI design where your visibility is blocked from top and bottom is insane.
The UI is designed more with phone screens oriented vertically in mind. The bands on top and bottom are less noticeable in such layout. But even on computer screens it's hardly an issue, imo -- you still get ~80% of the screen for your text. That's far from "blocked".
 
  • Disagree
Reactions: Highland_Hunter

LowLevelLesser

Well-Known Member
Feb 8, 2021
1,093
1,443
I checked out bad ending #1 and it was certainly fitting and kind of poetic. It will be interesting to see bad ending #2 with the whole "refusing to change" bit and how that will be framed.

You don't have permission to view the spoiler content. Log in or register now.
 
Last edited:
  • Like
Reactions: ffive

ffive

Devoted Member
Jun 19, 2022
8,286
19,729
Hmm looks most of errors with CGs is fixed in 0.21, except for the first masturbation scene.
Python:
    { "sourceUrl": "img/CGs/firstMasturbation/chest/chest1.png", "condition": $breastsProg, "requirement": 2 , "condition": $larm, "requirement": 0 },
    { "sourceUrl": "img/CGs/firstMasturbation/chest/chest2.png", "condition": $breastsProg, "requirement": 3 , "condition": $larm, "requirement": 0 },
//...
    { "sourceUrl": "img/CGs/firstMasturbation/chest/chest1.png", "condition": $breastsProg, "requirement": 2 , "condition": $larm, "requirement": 1 },
    { "sourceUrl": "img/CGs/firstMasturbation/chest/chest2.png", "condition": $breastsProg, "requirement": 3 , "condition": $larm, "requirement": 1 },
The game doesn't handle multiple conditions (the last one defined overwrites the previous ones, due to how the underlying container works) and so MC is drawn with both chest1 and chest2, resulting in having medium breasts even if they don't have any, because the larm check is always passed, either with value 0 or 1.

edit: also, a tiny continuity glitch. MC now gets option to wear sneakers instead of Converses when picking clothes in the morning on Day 11, but the game is hard-coded to act like they're wearing Converse, even if they're not.

edit2: the transition from the end of 0.20 to beginning of 0.21 is a little jarring, because it's basically the same scene happening twice in quick succession:

1746036777403.png

1746036816317.png

Perhaps it'd flow better to cut the beginning from the bit after the jump, and start if from the "Close the door" part?

edit3: the stat changes here seem backward

HTML:
<<elseif $d15bennetplay is 3>>\
    <<set $shy to Math.clamp($shy - 10, 0, 100)>>\
    <<set $confident to Math.clamp($confident + 10, 0, 100)>>\
    @@.player;"Honestly, I think I'd rather help backstage,"@@ you admit.
if MC asks to help backstage instead of playing a role, then you'd imagine that's because they're shy and not ready to face the spotlights, not confident..?

edit4: and one more tiny bug
HTML:
<<elseif $d2serena is 1>>\
    <<set $serenaRelo to Math.clamp($serenaRelo + 5, 0, 100)>>\
    <<set $acceptance to Math.clamp($acceptance + 5, 0, 100)>>\
The game doesn't adjust $resistance accordingly, so after making this choice the sum of values on the meter is 105% for the rest of the game:

1746121541220.png

It may be more practical and less error prone to only ever make changes to the variables which are on the "left" part of their respective meters, and only adjust the values of matching pairs automatically, when the player clicks the Stats button. It'd save a bit of work when writing the game's script, too.
 
Last edited:

J1215

Well-Known Member
Dec 15, 2019
1,854
4,048
It would be nice if Achievements were saved in Saves.
Otherwise, (after clearing the browser) when continuing or repeating this game, it turns out that there are no Achievements again (they are blocked again)
You don't have permission to view the spoiler content. Log in or register now.

I like that can customize the screen background and font size.
 
Last edited:

J1215

Well-Known Member
Dec 15, 2019
1,854
4,048
I like the female characters in the game: Jessica, Serena, Samantha, Aurora, Amber, the cheerleaders,...
I like Jessica and Serena the most!:love:
You don't have permission to view the spoiler content. Log in or register now.
I only interact with the female characters.
You don't have permission to view the spoiler content. Log in or register now.
Not all of them have images though. It would be nice if these images appeared.
You don't have permission to view the spoiler content. Log in or register now.
You don't have permission to view the spoiler content. Log in or register now.
 

ffive

Devoted Member
Jun 19, 2022
8,286
19,729
Not all of them have images though. It would be nice if these images appeared.
The other characters have their CGs in the works, they'll be included in the next updates.

By the way, on one side of the screen there is a paper doll of MC. And on the other side, there is an empty space. I think it would be good to put an image (or paper doll) of the character with whom MC is currently interacting in this place.
The other side can currently display a window which shows chosen stats of the MC without having to open the dedicated Stats screen. It's configured in the pull-down top menu, and toggled with a round button on the left side of the screen.
 
  • Like
Reactions: Shun-1

ffive

Devoted Member
Jun 19, 2022
8,286
19,729
A minor error in 0.22 build:
HTML:
<<elseif $bodyhair is undefined and $day < 16>>
    <<set $bodyhair to 2>>
    <<set $pubichair to false>>
<</if>>
This effectively initializes pubichair variable to false, which has unexpected side-effect: as soon as MC's paper doll switches to female variant, the game takes the variable into account and causes the pubic hair to disappear even if it wasn't shaved in game and should be there. The male version has drawing the pubes hard-coded, so it's not affected and "hides" the error in the early days in game.

As a fix, the variable should be initialized to true instead.
 

gregers

Forum Fanatic
Dec 9, 2018
5,127
6,643
I had the MC tell his friends about the curse at the first opportunity and all of week 1 played out accordingly with numerous discussions among the three of them (d2tell is true, I haven't checked the html but assume that that's the relevant variable).

By week 2, the game repeatedly insists that the MC hasn't told them anything:
1748563385131.png
 
  • Like
Reactions: ffive

ffive

Devoted Member
Jun 19, 2022
8,286
19,729
I had the MC tell his friends about the curse at the first opportunity and all of week 1 played out accordingly with numerous discussions among the three of them (d2tell is true, I haven't checked the html but assume that that's the relevant variable).

By week 2, the game repeatedly insists that the MC hasn't told them anything:
View attachment 4889266
As far as i can tell this is because that text variant and likely others checks generic friendsKnow variable. The potential issue here is that the variable is set to false on day 4 during the shopping trip:
Code:
:: Day 4 - 14
<img src="img/bg/store-boutique0.png">
<<set $friendsKnow to false>>
And then it is only flipped to true if the MC undergoes transformation in the store (either by trying on the skinny jeans, or getting his ears pierced). If you don't trigger either transformation the game thinks MC's friends are in the dark.

Perhaps the initial setting should be
<<set $friendsKnow to $d2tell>>

so the game retains friends' knowledge from Day 2, if they have any.

edit: speaking of errors, there's a minor one on day 16:
Code:
    @@.luke;"Okay, ready?"@@ he calls.

    You nod, and he sends the ball your way.

    <<if $athleticism > 69>>\
        You nod, and he sends the ball your way—a clean spiral, fast and tight.
//...
    <<elseif $athleticism > 59>>\
        You nod, and he sends the ball your way—a clean spiral, sharp but you think you can catch it.
//...
    <<else>>\  
        You nod, and he launches the ball—a tight spiral, clean and fast.
That generic "you nod" line is superfluous, since it's then duplicated by whichever branch gets selected.
 
Last edited:
  • Like
Reactions: gregers

gregers

Forum Fanatic
Dec 9, 2018
5,127
6,643
As far as i can tell this is because that text variant and likely others checks generic friendsKnow variable. The potential issue here is that the variable is set to false on day 4 during the shopping trip:
Code:
:: Day 4 - 14
<img src="img/bg/store-boutique0.png">
<<set $friendsKnow to false>>
And then it is only flipped to true if the MC undergoes transformation in the store (either by trying on the skinny jeans, or getting his ears pierced). If you don't trigger either transformation the game thinks MC's friends are in the dark.

Perhaps the initial setting should be
<<set $friendsKnow to $d2tell>>

so the game retains friends' knowledge from Day 2, if they have any.
That sounds like a likely explanation, yeah (and a good fix). I just hit what looks like a similar issue with Lily: The MC told her what's going on during week 1 as well, but that's seemingly forgotten by week 2:

1748564844133.png
 
  • Like
Reactions: ffive

ffive

Devoted Member
Jun 19, 2022
8,286
19,729
That sounds like a likely explanation, yeah (and a good fix). I just hit what looks like a similar issue with Lily: The MC told her what's going on during week 1 as well, but that's seemingly forgotten by week 2:

View attachment 4889297
HMm yeah, this one is a bit different:
Code:
<<if $d11joinCheerleaders is true>>\
//...
    <<if $d7tellLily is true>>\
//...
        <<button "Tell Lily what you did this afternoon" "Day 11 - Lily (Knows O)">>\<<set $d11cheerleadingLily to true>>\<</button>>
        <<button "Decide not to" "Day 11 - Lily (Knows O)">>\<<set $d11cheerleadingLily to false>>\<</button>>
    <<else>>\
//...
        <<button "Be honest with Lily" "Day 11 - Lily (Knows X)">>\<<set $d11tellLily to true>>\<</button>>
        <<button "Brush her off" "Day 11 - Lily (Knows X)">>\<<set $d11tellLily to false>>\<</button>>
    <</if>>\
<<else>>\
//...
    <<button "Open up to her" "Day 11 - Lily (Cheerleader X)">>\<<set $d11lilyopen to true>>\<</button>>
    <<button "Keep it neutral" "Day 11 - Lily (Cheerleader X)">>\<<set $d11lilyopen to false>>\<</button>>
<</if>>\
The branch where MC has joined the cheerleaders has variants for Lily who was told and one who wasn't, while the branch where MC didn't join cheerleaders has single path that doesn't take it into account. Although i guess this single branch is generic enough that you can sort of ignore (if you squint hard enough. ) that Lily doesn't bring up the curse specifically and maybe just refers to MC's behavior in general aside from that.
 
  • Like
Reactions: gregers

gregers

Forum Fanatic
Dec 9, 2018
5,127
6,643
HMm yeah, this one is a bit different:
Code:
<<if $d11joinCheerleaders is true>>\
//...
    <<if $d7tellLily is true>>\
//...
        <<button "Tell Lily what you did this afternoon" "Day 11 - Lily (Knows O)">>\<<set $d11cheerleadingLily to true>>\<</button>>
        <<button "Decide not to" "Day 11 - Lily (Knows O)">>\<<set $d11cheerleadingLily to false>>\<</button>>
    <<else>>\
//...
        <<button "Be honest with Lily" "Day 11 - Lily (Knows X)">>\<<set $d11tellLily to true>>\<</button>>
        <<button "Brush her off" "Day 11 - Lily (Knows X)">>\<<set $d11tellLily to false>>\<</button>>
    <</if>>\
<<else>>\
//...
    <<button "Open up to her" "Day 11 - Lily (Cheerleader X)">>\<<set $d11lilyopen to true>>\<</button>>
    <<button "Keep it neutral" "Day 11 - Lily (Cheerleader X)">>\<<set $d11lilyopen to false>>\<</button>>
<</if>>\
The branch where MC has joined the cheerleaders has variants for Lily who was told and one who wasn't, while the branch where MC didn't join cheerleaders has single path that doesn't take it into account. Although i guess this single branch is generic enough that you can sort of ignore (if you squint hard enough. ) that Lily doesn't bring up the curse specifically and maybe just refers to MC's behavior in general aside from that.
Yeah, if I look at it upside-down in a mirror it might sort of make sense as Lily just being generally concerned about her brother being a bit out of sorts lately, and just happening to forget that he told her literally days ago about the curse that's turning his life on its head.

(A later conversation with her did acknowledge their previous talk.)

Anyway, played through it, got the neutral ending. Not a bad game: Well-written, good characterization for the most part with a decent level of empathy. A few choices were the implications could have been a bit clearer, but nothing too misleading.
 
  • Like
Reactions: ffive
4.60 star(s) 10 Votes