CodeSin

Newbie
Mar 23, 2023
56
30
I am just curious about a certain mechanic that lead to a Game Over.

How do we recover from Cracked status?

I got it right after my first side mission and see no way to recover from it. All options just instantly lead to a Game Over even the rest option.
 

CassieBare

Member
Game Developer
Jan 25, 2020
484
1,180
I am just curious about a certain mechanic that lead to a Game Over.

How do we recover from Cracked status?

I got it right after my first side mission and see no way to recover from it. All options just instantly lead to a Game Over even the rest option.
Recover? Can't. Cracking causes stat changes that are permanent.

Now, you still can improve stats through use like always, but it's designed to be a downward spiral because it lowers Stability, which is the main cause for cracking. And crack too many times...and Game Over.

with whom claire can get pregers now?
Anyone in the Act I that she can have unprotected sex with.
 

Uniformed

New Member
Aug 9, 2017
11
23
what the path for your first sex partner is your dad?
I haven't quite explored all of the options but what's consistent for me is during early character creation, select the choice for "She didn't handle him - he handled us" or something along those lines. Typically after that I tend to go for a Nerdy Claire and end up with Jake (Dad) as an option for first time fairly consistently.

With that being said, it's probably out of scope for this game, but getting pregnant with Jake would be a great storyline for the High School/ACT 1 content but that just may be my fetish speaking.
 
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quiboune

Well-Known Member
Sep 2, 2018
1,105
1,152
getting pregnant with Jake would be a great storyline for the High School/ACT 1 content but that just may be my fetish speaking.
Facts.
I haven't played the new versions but with how deeply into the character creation of both parents the game gets I'm surprised it's not a thing, unless it's still upcoming.
I also thought that an absent father would have his own story arc where the MC looks for him and then all the choices made before come into play.
 

gds21

Newbie
Oct 4, 2023
46
74
Is there a way to manipulate the stats in this game? I wish to explore the other options which is closed off becuase of a lack of stat numbers. I understand options being closed off, the charecter choosing Path A might close off Path B permenantly and Im okay with that. Thats the story. But, I hope there are options to boost stats far enough that you can check out multiple options in a run, instead of meticulously choosing options so that it would lead to that 1 option being open towards the end....
 

CassieBare

Member
Game Developer
Jan 25, 2020
484
1,180
Is there a way to manipulate the stats in this game? I wish to explore the other options which is closed off becuase of a lack of stat numbers. I understand options being closed off, the charecter choosing Path A might close off Path B permenantly and Im okay with that. Thats the story. But, I hope there are options to boost stats far enough that you can check out multiple options in a run, instead of meticulously choosing options so that it would lead to that 1 option being open towards the end....
Not really. You might be able to improve a number of stats high enough to allow for a few paths to be open, but it all depends on which paths you're trying to go down at the same time.
 

hitman0527

New Member
Oct 4, 2017
14
44
Some of the college paths end and don't progress to Manila. Looking at the code it seems to be gated by the following condition.

Code:
if visited("GY001 - Departure")>>[[Philippines|Exist]]<&lt
Might be a bug? Or do my playthroughs just missed something?
 

ffive

Conversation Conqueror
Jun 19, 2022
6,111
14,137
Recover? Can't. Cracking causes stat changes that are permanent.

Now, you still can improve stats through use like always, but it's designed to be a downward spiral because it lowers Stability, which is the main cause for cracking. And crack too many times...and Game Over.
Downward spiral the player can't recover from is a terrible design for a game. Might want to reconsider it.
 

bill101

Newbie
Jun 12, 2017
21
15
Downright spiral the player can't recover from is a terrible design for a game. Might want to reconsider it.
I have to agree, myself I find everything up until the spy part of the game more fun, largely because my character cracks when she does anything (I tried every path, no winning options) Seems bad to spend so much time to get to where I am only to be told no winning answers. Also, its weird when my character is basically made 100% for sex but the sex options lead to her failing anyway.

Also, I know people burn out when their spys and stuff, but I think it would be better if there was a "take a brake" option that gives the other side a chance to get ahead but pushes back your "cracking" moment, just a thought, I hope this reads constructively. I mean, during that brake there could be a little event that allows for a mini sexy adventure, like James Bond in a hotel or a casino.
 

presario1000

Newbie
Jun 18, 2018
48
99
I have to agree, myself I find everything up until the spy part of the game more fun, largely because my character cracks when she does anything (I tried every path, no winning options) Seems bad to spend so much time to get to where I am only to be told no winning answers. Also, its weird when my character is basically made 100% for sex but the sex options lead to her failing anyway.

Also, I know people burn out when their spys and stuff, but I think it would be better if there was a "take a brake" option that gives the other side a chance to get ahead but pushes back your "cracking" moment, just a thought, I hope this reads constructively. I mean, during that brake there could be a little event that allows for a mini sexy adventure, like James Bond in a hotel or a casino.
I also don't understand how to raise the number of "cracks" you can have. My first claire had 1 and she got casting couched, got knocked up by kaze and just walked over by men in general. So I went and made a slutty one who got ganged in, had 7 prom dates then went full slut on her gap year in finishing school to where her body count was like 40+, I even got the option of saying having sex as a spy turned claire on. And then it was only 2.

I think it's ok to have a shy claire who's a virgin, a lesbian, or only had a few serious partners to have a mental break from having to put out in a situation she detests to keep her cover/advance a mission, but "village bike" claire shouldn't be really having hangups over it.
 

ffive

Conversation Conqueror
Jun 19, 2022
6,111
14,137
Also, I know people burn out when their spys and stuff, but I think it would be better if there was a "take a brake" option that gives the other side a chance to get ahead but pushes back your "cracking" moment, just a thought, I hope this reads constructively.
If i'm reading the dev's post right and the cracking is tied to character's "stable" trait (with the lower value both making cracking easier and the game over to arrive faster) then this would be just a band-aid over a much deeper issue.

Character's stability is a result of choices made in the character creator part of the game. But if the character needs to have certain stability level to even get through the game... then it'd be basically like having a game where you can make your character "pretty", "average" or "fugly" but then have the game allow only the "pretty" character to have any actual chance to complete the game without an early loss. In other words, the character creator becomes little more than a potential trap where you can doom yourself with "wrong" choices, and the choices no longer are choices -- because you'd be basically forced to pick these options which let you avoid early, if not immediate, game over just to play the game.

I hope it's self-evident why it'd be a really poor idea, and why it's in the game's best interest to ensure all character builds the player can end up with are actually viable. Especially when the whole process is as opaque as it is now, and the player can easily sabotage themselves without any idea they're making things not just harder for themselves, but plain impossible.
 

CassieBare

Member
Game Developer
Jan 25, 2020
484
1,180
Downward spiral the player can't recover from is a terrible design for a game. Might want to reconsider it.
Can definitely recover from -- by making stable decisions. Or Confident decisions, which raises those stats in the main game.

In the build you're playing, you can't stop Bad End because of that version of code. It's being worked on.

I have to agree, myself I find everything up until the spy part of the game more fun, largely because my character cracks when she does anything (I tried every path, no winning options)
Again, because of the code you're playing.

If i'm reading the dev's post right and the cracking is tied to character's "stable" trait (with the lower value both making cracking easier and the game over to arrive faster)...
Yes.

Character's stability is a result of choices made in the character creator part of the game. But if the character needs to have certain stability level to even get through the game... then it'd be basically like having a game where you can make your character "pretty", "average" or "fugly" ...
You're basing this on no evidence. You can gain stability without being fugly, plain, average or boring. You can also build a confident character that has a higher number of 'cracks' before game over as well. And I think it should be self-evident how Confidence can be gained by doing things that (in alignment with what your post said) are 'fun'.

TLDR - The game is in development. The code is new. The goal is to make a fun game but one that also has consequences. We're working on it and it will improve.
 

ffive

Conversation Conqueror
Jun 19, 2022
6,111
14,137
Can definitely recover from -- by making stable decisions. Or Confident decisions, which raises those stats in the main game.
This is literally the opposite of what you said and to what i was responding, which was "Recover? Can't. Cracking causes stat changes that are permanent." and that it's designed to be a downward spiral (where losing stability makes it even easier to lose it even further) eventually leading to a game over.

You gave no indication you're planning to change this design, so it shouldn't be a surprise you're getting feedback on what currently is, and not of what may or may not be.

You're basing this on no evidence. You can gain stability without being fugly, plain, average or boring.
I think you've misunderstood what i wrote. That wasn't a claim that in your game stability is tied to character's appearance, but an analogy using a theoretical, different game distilled to a single attribute. I thought it'd make it easier to get the point i was making, but evidently i was mistaken.

You can also build a confident character that has a higher number of 'cracks' before game over as well. And I think it should be self-evident how Confidence can be gained by doing things that (in alignment with what your post said) are 'fun'.
Alright, so let's put it this way: you say that the player can avoid game over by making decisions which prioritize Confidence and Stability. But does the game allow the player to win it with character who doesn't have these attributes high (and maybe even in the negatives) as a result of making certain choices over the course of character creation?

Because if it doesn't, then we're back to the very point i was making -- if the game effectively enforces a certain build/combination of attributes in order to be playable, then the other "options" are nothing but traps for the player to avoid. (or fall into and find out they can't proceed) It puts the character creation process on rails.

TLDR - The game is in development. The code is new. The goal is to make a fun game but one that also has consequences. We're working on it and it will improve.
That's precisely why i'm offering you feedback on the code and design you're producing. To highlight what you seem to think is fun is potentially having the opposite effect, and as such it might warrant a trip back to the design board.
 
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