In the version you're playing? I don't think so. It was a new mechanic and not properly coded. We've pushed a hotfix to patrons today that hopefully remedies it.Is there a way to NOT get a bad ending? no matter what i do on any mission i get it.
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.what the path for your first sex partner is your dad?
Facts.getting pregnant with Jake would be a great storyline for the High School/ACT 1 content but that just may be my fetish speaking.
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.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....
if visited("GY001 - Departure")>>[[Philippines|Exist]]<<
Downward spiral the player can't recover from is a terrible design for a game. Might want to reconsider it.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.
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.Downright spiral the player can't recover from is a terrible design for a game. Might want to reconsider it.
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 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.
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.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.
Can definitely recover from -- by making stable decisions. Or Confident decisions, which raises those stats in the main game.Downward spiral the player can't recover from is a terrible design for a game. Might want to reconsider it.
Again, because of the code you're playing.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)
Yes.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)...
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'.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" ...
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.Can definitely recover from -- by making stable decisions. Or Confident decisions, which raises those stats in the main game.
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're basing this on no evidence. You can gain stability without being fugly, plain, average or boring.
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?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'.
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.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.
There is a cheats menu but I don't think there's a way to access it.Is there a way to manipulate the stats in this game?
Well, when a spy and her mark love each other very much....how to get pregnant?