So calling it "sandbox" mode may be confusing the issue. What I meant by that is I'm trying to address some issues I ran into with my mod regarding the point system that Babysitter used and that I sort of adopted a version of for my mod as well. Basically with events set up so that they're either pass or fail you have 1 chance to succeed or fail and otherwise have to start over. I don't like that type of system because it either requires the player to get lucky and guess right or for your choices to all just be blatantly obvious to get the "right answer".sounds good and a game that I would definitely want to play.
the only tip here is: try to avoid sandbox as much possible. I hate that mode and ruins the mood. and, when playing an update that need a startover, will only make me irritated to do all the "sandbox" again.
sandbox should only be allowed to do "once" and never again. but since its a game in progress its impossible to implement.
points should be all about the choices u do.
a "fusion" type of styles, vn+sandbox, could be:
- u get to a point where u get an option: start chapter 2 or keep playing.
that could be the "sandbox" mode, where u can redo 1 day or 1 week or what that chapter 1 means,
of course this means u need to implement a system that will create an "alternative" chapter 1, where it feels not the same, but u keep doing the same day over and over, but will not get to the next content until u decide to enter chapter 2.
I would set up an event and set a target point value to succeed at the event but me being the dev, I have perfect knowledge of what's required for it. So even setting the value at something fairly low for someone with perfect knowledge, quite a few players were reporting that it was too hard. To me that indicates a design failure for those events. The player should be able to attempt the events without advanced knowledge, figure out how they work, and succeed or fail at them without needing to restart.
What I want to do instead is set things up so that the choices that matter are set up as sort of an introductory scene for the event where you have choices to make and you might succeed or you might fail initially and both the success case and the failure case will give you some sort of interesting scene that is worth seeing. Then you can come back to a similar scene later that starts off basically where the introductory scene left off. But this time you know what's required so if you've prepared properly (which could just be as simple as knowing the right answer now), this time you can succeed.
So you don't have to start over and you're not stuck with the "bad ending" even if you initially fail a scene.
As an example lets say MC's GF invites a couple of friends over (let's call them Bill and Jane for now). Bill starts flirting with MC's GF right from the get go and MC can let it go or put a stop to it. If he lets it go maybe he catches Bill with his hand on his GF's ass and her not doing much of anything about it. It doesn't go any farther than this but this lets the player know that failing to stop that sort of thing will probably eventually lead to his girl stepping out on him.
That first encounter it's absolutely guaranteed that things don't escalate farther than that though and there is no permanent point penalty or anything from making the wrong choice. The player just ends up seeing a little light NTR for making the wrong choice. If Bill comes over again and MC does the same thing again, then things will escalate. That's the type of thing I'm talking about.
So for the first encounter, your "score" is identical no matter what you do but you see different scenes depending on your choice. The second encounter along that path the scores do diverge and you see more of a progression in the scene as well. Using that same scene as an example, following the "correct path" MC might be the one who ends up feeling up Jane that first day.