I need to see the back first - Will you save me if I drown? - On her legsWhen you take Megan to the beach, what choices do you have to make/conditions do you have to meet, to get her to take off the bottom for her bikini?
I need to see the back first - Will you save me if I drown? - On her legsWhen you take Megan to the beach, what choices do you have to make/conditions do you have to meet, to get her to take off the bottom for her bikini?
its with the girl after lulu. you have to make her cum 4 times i think, and then cum inside herchange log for 0.10 says First pregnancy possible.
but i have played through game and i saw nothing about pregnancy mentioned......even replayed from new game using save editor to boost love and lust to 500 but still saw nothing mentioned (and yes i have current version)
I also missed out on few choices. Basically we don't know what we need to do to get a scene. Its never clearly indicated anywhere and you never get a hint also. It would have been better if branchings were indicated when they are about to happen or when we miss a choice (greyed out) its shown why we missed it. We are just doing a hit and trial at the moment for the scenes.change log for 0.10 says First pregnancy possible.
but i have played through game and i saw nothing about pregnancy mentioned......even replayed from new game using save editor to boost love and lust to 500 but still saw nothing mentioned (and yes i have current version)
Bald Games has posted a route through the airvents I think on page 32 there that'll let you learn a secret and drop down in front of the guard. You need to fight the guard no matter what - but once you've done that you get the interaction with the heiress and from there by simply rejecting her you can stop the hack.how to stop the hack attack without disguise option? Brovalon
Yeah. So far the only impregation content (of what I hope is going to later be plentiful, on a personal level) is Sarah. You cum inside her three times to get her pregnant I believe, and need to make her cum four times to not have an end where she rats you out. (Providing you seek her help at all.)its with the girl after lulu. you have to make her cum 4 times i think, and then cum inside her
As already said, Sarah is the only possible character to get pregnant so far. Cum 3 times inside and a video showing the fertilization will appear right after the third time.change log for 0.10 says First pregnancy possible.
but i have played through game and i saw nothing about pregnancy mentioned......even replayed from new game using save editor to boost love and lust to 500 but still saw nothing mentioned (and yes i have current version)
This is a recurring request from players. I've been thinking a lot about this and I want to implement something that helps the players, but without delivering too easily what needs to be done. My biggest obstacle right now is to make something that is simple and aesthetically viable. I highly value the game's interface. I want it to be something simple, clean, and easy to understand. I've been thinking about using icons next to options that demand some special requirements. For example, if an option needs an amount of love with a character, I would put the red heart icon next to the option. That way the player will know that he needs to reach a love breakpoint with that character, but he won't know the exact amount. The same can be done with the icons of lust, friendship, and corruption.I also missed out on few choices. Basically we don't know what we need to do to get a scene. Its never clearly indicated anywhere and you never get a hint also. It would have been better if branchings were indicated when they are about to happen or when we miss a choice (greyed out) its shown why we missed it. We are just doing a hit and trial at the moment for the scenes.
While playing i get greyed out choices but i dont even know why i am getting it or what did i miss to miss that choice. Its a really good game with consistent updates. Dev if you get get the time do ponder over it because it help the players a lot and would also add clarity to the gamplay i think. Just my 2cents. Cheers.
I made other examples with more icons for each type of requirement.This is a recurring request from players. I've been thinking a lot about this and I want to implement something that helps the players, but without delivering too easily what needs to be done. My biggest obstacle right now is to make something that is simple and aesthetically viable. I highly value the game's interface. I want it to be something simple, clean, and easy to understand. I've been thinking about using icons next to options that demand some special requirements. For example, if an option needs an amount of love with a character, I would put the red heart icon next to the option. That way the player will know that he needs to reach a love breakpoint with that character, but he won't know the exact amount. The same can be done with the icons of lust, friendship, and corruption.
Something like this:
View attachment 1899141
The challenge here is to make additional icons for other situations like those that represent previous choices in the story, ahegao in previous scenes, etc.
Still, I know that many players will keep complaining because, in the case of previous choices in the story, they would have no way of knowing which choice they should have made differently. But I think this is the best I can do with relatively little work and keeping the interface clean.
Personally I don't think you would need something that big. Something like a "hover box" (sorry I really don't remember the name, having a brainfart). Something small like what happens on wikipedia, when you put the mouse on a link. Something like "you need more corruption" or "you should select another option at sunday afternoon scene", etc. I think you would take way too much time the way you want, and this way you can even make it a bit vague (if you don't want the guide) using the "hover box".This is a recurring request from players. I've been thinking a lot about this and I want to implement something that helps the players, but without delivering too easily what needs to be done. My biggest obstacle right now is to make something that is simple and aesthetically viable. I highly value the game's interface. I want it to be something simple, clean, and easy to understand. I've been thinking about using icons next to options that demand some special requirements. For example, if an option needs an amount of love with a character, I would put the red heart icon next to the option. That way the player will know that he needs to reach a love breakpoint with that character, but he won't know the exact amount. The same can be done with the icons of lust, friendship, and corruption.
Something like this:
View attachment 1899141
The challenge here is to make additional icons for other situations like those that represent previous choices in the story, ahegao in previous scenes, etc.
Still, I know that many players will keep complaining because, in the case of previous choices in the story, they would have no way of knowing which choice they should have made differently. But I think this is the best I can do with relatively little work and keeping the interface clean.
It's a good idea. But I would have more work than with the icons.Personally I don't think you would need something that big. Something like a "hover box" (sorry I really don't remember the name, having a brainfart). Something small like what happens on wikipedia, when you put the mouse on a link. Something like "you need more corruption" or "you should select another option at sunday afternoon scene", etc. I think you would take way too much time the way you want, and this way you can even make it a bit vague (if you don't want the guide) using the "hover box".
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Many html games already work like that, when x or y option is locked. Like "you need another action", or "you need to do at afternoon", or "needs more charisma", etc etc. Of course it is mainly on free to roam games, but if I understood what you want to achieve it would be easier this way, would be more pleasing to the eye and probably give you less work. The image above isn't the very best example, as it gives you a preview of the page of the link, but I guess you understood what I meant about "hover box" with small tips there.
I feel so dumb calling "hover box" lmao. But I'm really not remembering the name lol. Oh well.
Have no idea, I barely have any programming of html. But of course, do what you think it's easier.It's a good idea. But I would have more work than with the icons.
I thought about the icons precisely because I don't need to change any existing programming. All I have to do is copy and paste the appropriate icon next to the option. Of course, doing this in all the options available in the game would take some time. But that would happen with any choice.
Even so, I will evaluate if there is a way as easy as the icons to do this.
Pretty sure this idea is called a tool tip, and is fairly easy to do. Here is a link to an example on the w3schools website <Have no idea, I barely have any programming of html. But of course, do what you think it's easier.
This sounds amazing. You could also go for waht 1tomadeira suggested. Many HTML games use that kind of system. Pick whats easiest and efficient for you, not too messy which would break the game. We wouldn't want that, we love the game.I made other examples with more icons for each type of requirement.
If I really do it this way, I'll make a help icon in the sidebar with the captions.
View attachment 1899404
There are various story branchings. You might not find the path you are looking for. Its better to have your own playthrough. Its a good game, play it.Does anyone have a full save?
That is the name yes! Thank you, I was feeling so dumb not remembering the name lmao.Pretty sure this idea is called a tool tip, and is fairly easy to do. Here is a link to an example on the w3schools website <You must be registered to see the links>
I've seen these done in some other HTML games. For example in College Daze, there are little green "+" occasionally that are tooltips that explain that you got to see certain scenes because of some choice, or that a scene could have been different.