3.90 star(s) 9 Votes
Aug 10, 2024
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Hey Guys.

I've made some guides to find all the hidden pictures for your gallery as well as all the books you need and all the places you can find money. (Obviously only Episode 1 and 2 so far, but I'll do them for Episode 3 and future episodes to as they are released).

Edit: Added guide to Episode 3.

Edit: Episode 2 updated (when 2 renders moved from hidden locations to perfect fight mode).
How to get the free roam 4 in episode 3?
 
Jul 20, 2018
26
23
So if I understand it correctly you can't get with some girls, even if you did everything right by them, because you've done some things that haven't affected them, they didn't witness or even heard about. And whatever trust, affinity or whatever the variable is called, points don't matter. This is a terrible design, by choice, with no other point than to force multiple playthroughs. Game is great, this thing is just ridiculous. Just ask yourself if it makes sense that you won't get a date tomorrow because you kicked a dog 10 years ago.


btw. there's a bug that if you start a new game then MC's name in every other save, even from other playthroughs, changes to the new one.You can fix it by starting a new game again and picking another name again.
 
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MCVisualNovels

Member
Game Developer
May 11, 2024
218
458
So if I understand it correctly you can't get with some girls, even if you did everything right by them, because you've done some things that haven't affected them, they didn't witness or even heard about. And whatever trust, affinity or whatever the variable is called, points don't matter. This is a terrible design, by choice, with no other point than to force multiple playthroughs. Game is great, this thing is just ridiculous. Just ask yourself if it makes sense that you won't get a date tomorrow because you kicked a dog 10 years ago.


btw. there's a bug that if you start a new game then MC's name in every other save, even from other playthroughs, changes to the new one.You can fix it by starting a new game again and picking another name again.
It sounds like you may have missed one of the core ideas behind the game. The characters aren't just reward systems, they're people with values, boundaries, and deal-breakers. In real life, there are girls who won't date someone they feel is stringing others along, or who behaves in ways that clash with what they're looking for. It's not about punishing players or forcing replays, it's about creating a believable and immersive story where actions have consequences, even if those consequences unfold gradually.

Some girls might not know what you did right away, but if they were emotionally invested and things come to light later, it’s natural for their feelings to change. That’s part of what makes them feel human.

You can absolutely juggle girls, even right now. Most of them won't notice or be affected yet because they're not aware of what's going on. As of now, the only one who brings it up is Tracy, who shows concern about Sadie. But this isn't a harem game, and it's not designed to reward players for playing it that way. That doesn't mean you're locked out immediately, but certain decisions will naturally come with consequences later.

The affinity system reflects the MC's personality, and it's normal that some people aren't attracted to certain traits: extroverted, introverted, etc. That's just personal preference and a part of life.
 
Jul 20, 2018
26
23
It sounds like you may have missed one of the core ideas behind the game. The characters aren't just reward systems, they're people with values, boundaries, and deal-breakers. In real life, there are girls who won't date someone they feel is stringing others along, or who behaves in ways that clash with what they're looking for. It's not about punishing players or forcing replays, it's about creating a believable and immersive story where actions have consequences, even if those consequences unfold gradually.

Some girls might not know what you did right away, but if they were emotionally invested and things come to light later, it’s natural for their feelings to change. That’s part of what makes them feel human.

You can absolutely juggle girls, even right now. Most of them won't notice or be affected yet because they're not aware of what's going on. As of now, the only one who brings it up is Tracy, who shows concern about Sadie. But this isn't a harem game, and it's not designed to reward players for playing it that way. That doesn't mean you're locked out immediately, but certain decisions will naturally come with consequences later.

The affinity system reflects the MC's personality, and it's normal that some people aren't attracted to certain traits: extroverted, introverted, etc. That's just personal preference and a part of life.

I agree with the sentiment, I don't feel like that it's how it works in your game.

The point is that putting arbitrary points on events that are not correlated to a certain relationship make no sense IMO. It happens in other games too. Like you can't get together with this person, because you didn't get 5 intelligence points from other events before meeting her. So even tho you just resolved a millenium prize problem in front of her, you're clearly a dumbass.

Sure, some people are not into some traits. How does a girl know you're a dick if you've always been a gentelman around her?

You may be offput by a girl smoking cigs so you don't go on a date with her. If she does smoke cigs, but you have no idea about it, nobody ever told you that she does, you never seen it, smelt it or experienced the taste of an ashtray in her mouth then you simply can't be disgusted by it right? So you do go on a date with her.
Sure, if it does "come to light later" then you kick her out of the house, sell it, take the kids and move back to your home town in Australia to run a potato farm. But if it doesn't then you live happily ever after. In your game, the fact that she smokes cigs brands her forehead with a neon sign that says she's a smoker.
I haven't gone through a list of every variable throughout the game but as I said, that's how it feels to me at this point. In my case MC got cucked out of a relationship with Francesca, even if I felt I was actually doing really well with her, and I've seen your comment about LIs being tied to a certain MC personality points path. (btw. sidetracking Olivia is a sin and ya'll shall feel bad about it :cry:)
Personality isn't 1s and 0s either (and it lessens the impact of choices if you got no grey areas or fluidity). People play roles in front of other people, put on masks, lie and cheat. If you want to pretend that you're a bad boy to fuck a goth chick then, if she's not an omniscient being, how does she know that you go to church every Sunday and volunteer in a children's hospice if she wasn't exposed to those facts. You just bit off a head of a chicken in front of her, you clearly can't be a good guy right? But a nurse in the hospice thinks you're an angel sent to earth to help those kids. And she's never seen a chicken head in your mouth.

That's why I prefer the system with straight up character relationship points because only those can clearly naviagte what happens between two characters. You're with a girl, she likes whatever you do, +1 point. You're not with said girl, you do shit she doesn't like, it doesn't affect her so you're still on that +1. You meet up with her, she tells you her friend told you about what you did -1 point. You explain to her that it's all bullshit and lies, she believes you +2 points and she apologizes. Or she doesn't take the bait, -10 points and she kicks you in the balls.

I may not be the best at putting my points into words that's why I'm using those examples. And I want to repeat that I still think the game is great, and I wouldn't care to even discuss that if I didn't think so. And maybe I might've used too strong words in my first post. But this choice of design bugs me. And I may consider a replay to remind myself which choices could've been that offputting that everything else pales in comparison.

I want to also ask if you believe that there's a way for MCs change of heart/redemption however you would want to call it. In my example MC is like 40E to 8I points. Taking in account the difference, you could estimate that it would take 2/3 next episodes of only introvert choices for it to become a higher stat. Is that variable fluid enough that it would move you out of extrovert LIs into introvert LIs? Or is there a variable somewhere in between that decided whatever you do next, you're locked in this path?
 
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MCVisualNovels

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Game Developer
May 11, 2024
218
458
I agree with the sentiment, I don't feel like that it's how it works in your game.

The point is that putting arbitrary points on events that are not correlated to a certain relationship make no sense IMO. It happens in other games too. Like you can't get together with this person, because you didn't get 5 intelligence points from other events before meeting her. So even tho you just resolved a millenium prize problem in front of her, you're clearly a dumbass.

Sure, some people are not into some traits. How does a girl know you're a dick if you've always been a gentelman around her?

You may be offput by a girl smoking cigs so you don't go on a date with her. If she does smoke cigs, but you have no idea about it, nobody ever told you that she does, you never seen it, smelt it or experienced the taste of an ashtray in her mouth then you simply can't be disgusted by it right? So you do go on a date with her.
Sure, if it does "come to light later" then you kick her out of the house, sell it, take the kids and move back to your home town in Australia to run a potato farm. But if it doesn't then you live happily ever after. In your game, the fact that she smokes cigs brands her forehead with a neon sign that says she's a smoker.
I haven't gone through a list of every variable throughout the game but as I said, that's how it feels to me at this point. In my case MC got cucked out of a relationship with Francesca, even if I felt I was actually doing really well with her, and I've seen your comment about LIs being tied to a certain MC personality points path. (btw. sidetracking Olivia is a sin and ya'll shall feel bad about it :cry:)
Personality isn't 1s and 0s either (and it lessens the impact of choices if you got no grey areas or fluidity). People play roles in front of other people, put on masks, lie and cheat. If you want to pretend that you're a bad boy to fuck a goth chick then, if she's not an omniscient being, how does she know that you go to church every Sunday and volunteer in a children's hospice if she wasn't exposed to those facts. You just bit off a head of a chicken in front of her, you clearly can't be a good guy right? But a nurse in the hospice thinks you're an angel sent to earth to help those kids. And she's never seen a chicken head in your mouth.

That's why I prefer the system with straight up character relationship points because only those can clearly naviagte what happens between two characters. You're with a girl, she likes whatever you do, +1 point. You're not with said girl, you do shit she doesn't like, it doesn't affect her so you're still on that +1. You meet up with her, she tells you her friend told you about what you did -1 point. You explain to her that it's all bullshit and lies, she believes you +2 points and she apologizes. Or she doesn't take the bait, -10 points and she kicks you in the balls.

I may not be the best at putting my points into words that's why I'm using those examples. And I want to repeat that I still think the game is great, and I wouldn't care to even discuss that if I didn't think so. And maybe I might've used too strong words in my first post. But this choice of design bugs me. And I may consider a replay to remind myself which choices could've been that offputting that everything else pales in comparison.

I want to also ask if you believe that there's a way for MCs change of heart/redemption however you would want to call it. In my example MC is like 40E to 8I points. Taking in account the difference, you could estimate that it would take 2/3 next episodes of only introvert choices for it to become a higher stat. Is that variable fluid enough that it would move you out of extrovert LIs into introvert LIs? Or is there a variable somewhere in between that decided whatever you do next, you're locked in this path?
First of all, I really appreciate your detailed explanation. It makes me happy to see that you're this invested in the game.

You brought up some very fair points, especially about how arbitrary some systems can feel when personality traits lock you out of a path. That's something I've noticed in other games too, and it's definitely something I've tried to avoid as much as possible.

That said, the system in Campus Bonds is a bit more complex than it might seem. Affinity (extrovert vs introvert) does come into play sometimes, but it’s not always the deciding factor, and definitely not a universal gatekeeper. If you ever check the code, you'll see that there are times where it matters, and others where it doesn't at all (Like with Cleo, you can hang out with her and get a kiss even though you are on the extroverted path and she is available on the introverted path).

In Francesca's case, you're not locked out of her path entirely, just from a specific lewd scene, and I felt like that was a fair reflection of her character in that moment. You can still romance her, and if you want to swing your affinity back toward introvert, that's definitely possible through your future choices. Her perception of the MC is shaped by how you behave, not just what a hidden stat says.

She also picks up on how you talk about others, like Evelyn. People often form impressions based on tone, attitude, and those small, seemingly insignificant signals. I like to think those moments add up, not in a calculated, checklist kind of way, but in the form of a subtle, subconscious impression. It’s not that Francesca consciously decides you're not right for her, more like something just feels "off" in the moment, a hunch that pulls her away without her even realizing why. That's often what causes love interests to pull back, more than the affinity system itself. It’s really about how the MC behaves, both around the girl and others. Even if the MC doesn't say anything blatantly wrong, those little things can still shape perception. That's why missing the lewd scene with her doesn't mean you're locked out of her path entirely. There's no hard variable that says you're either with her or not, at least not yet.

Trust points also play a huge role in how a relationship develops. And not all of them are about how a character feels about you, sometimes it's about how the MC feels about her, which in turn influences the narrative. For example, in the first episode, you can raise Francesca's trust points by telling Jon that the conversation with her meant something. That choice doesn't affect her directly, but it helps shape how the MC sees her, and that matters too.

I get that personality isn't just 1s and 0s. People wear masks, they adapt to different situations, and not every choice has to define a person (that's why there are sometimes variables which check if a person got sad, angry, etc). That's actually something I try to reflect with flexibility in how paths can evolve, so long as you're consistent enough or make an effort to change direction, it's usually not too late.

Now, about the MC's change of heart, yes, it is possible. As of now, the impact is minimal because the story is still in its early stages and building up. But in the grand scheme of things, it will absolutely matter. Ever since the 0.3.1 update, I made it clear that your affinity only gets locked once you enter a relationship, and it becomes unlocked once that relationship ends (since pursuing multiple relationships over time will be possible).

Later on, in future episodes, I'll start using the introvert/extrovert variables more because they reflect the core of the player's choices. You can't make 50 extroverted choices and 0 introverted ones, then suddenly pivot hard toward the introverted path just to chase a love interest without any consequences. That love interest will notice, and how they respond depends on their personality. Some might be understanding, others might call you out on the shift. If you're not in a relationship and your "change of heart" doesn't align with the girl you're pursuing, she might even say so and tell you that you've changed.

That said, we're still early in the story. The characters haven't had enough time to fully form their opinions about the MC yet, and that's intentional. This game is meant to be a slow burn, relationships evolve over time, and the weight of your choices will grow along with them. That's the vision I'm building toward, and it's obviously going to take time and effort, but that's the beauty of it, I can take it gradually.

Again, thanks for the feedback, and I'd be more than happy to hear more of your thoughts and questions about the game.
 
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Sep 3, 2020
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First of all, I really appreciate your detailed explanation. It makes me happy to see that you're this invested in the game.

You brought up some very fair points, especially about how arbitrary some systems can feel when personality traits lock you out of a path. That's something I've noticed in other games too, and it's definitely something I've tried to avoid as much as possible.

That said, the system in Campus Bonds is a bit more complex than it might seem. Affinity (extrovert vs introvert) does come into play sometimes, but it’s not always the deciding factor, and definitely not a universal gatekeeper. If you ever check the code, you'll see that there are times where it matters, and others where it doesn't at all (Like with Cleo, you can hang out with her and get a kiss even though you are on the extroverted path and she is available on the introverted path).

In Francesca's case, you're not locked out of her path entirely, just from a specific lewd scene, and I felt like that was a fair reflection of her character in that moment. You can still romance her, and if you want to swing your affinity back toward introvert, that's definitely possible through your future choices. Her perception of the MC is shaped by how you behave, not just what a hidden stat says.

She also picks up on how you talk about others, like Evelyn. People often form impressions based on tone, attitude, and those small, seemingly insignificant signals. I like to think those moments add up, not in a calculated, checklist kind of way, but in the form of a subtle, subconscious impression. It’s not that Francesca consciously decides you're not right for her, more like something just feels "off" in the moment, a hunch that pulls her away without her even realizing why. That's often what causes love interests to pull back, more than the affinity system itself. It’s really about how the MC behaves, both around the girl and others. Even if the MC doesn't say anything blatantly wrong, those little things can still shape perception. That's why missing the lewd scene with her doesn't mean you're locked out of her path entirely. There's no hard variable that says you're either with her or not, at least not yet.

Trust points also play a huge role in how a relationship develops. And not all of them are about how a character feels about you, sometimes it's about how the MC feels about her, which in turn influences the narrative. For example, in the first episode, you can raise Francesca's trust points by telling Jon that the conversation with her meant something. That choice doesn't affect her directly, but it helps shape how the MC sees her, and that matters too.

I get that personality isn't just 1s and 0s. People wear masks, they adapt to different situations, and not every choice has to define a person (that's why there are sometimes variables which check if a person got sad, angry, etc). That's actually something I try to reflect with flexibility in how paths can evolve, so long as you're consistent enough or make an effort to change direction, it's usually not too late.

Now, about the MC's change of heart, yes, it is possible. As of now, the impact is minimal because the story is still in its early stages and building up. But in the grand scheme of things, it will absolutely matter. Ever since the 0.3.1 update, I made it clear that your affinity only gets locked once you enter a relationship, and it becomes unlocked once that relationship ends (since pursuing multiple relationships over time will be possible).

Later on, in future episodes, I'll start using the introvert/extrovert variables more because they reflect the core of the player's choices. You can't make 50 extroverted choices and 0 introverted ones, then suddenly pivot hard toward the introverted path just to chase a love interest without any consequences. That love interest will notice, and how they respond depends on their personality. Some might be understanding, others might call you out on the shift. If you're not in a relationship and your "change of heart" doesn't align with the girl you're pursuing, she might even say so and tell you that you've changed.

That said, we're still early in the story. The characters haven't had enough time to fully form their opinions about the MC yet, and that's intentional. This game is meant to be a slow burn, relationships evolve over time, and the weight of your choices will grow along with them. That's the vision I'm building toward, and it's obviously going to take time and effort, but that's the beauty of it, I can take it gradually.

Again, thanks for the feedback, and I'd be more than happy to hear more of your thoughts and questions about the game.
I am so, so happy to hear this. I mean, I already picked my girl

And the thing is, I'm an introvert. I don't like parties or flirting with multiple women

So that's how I like to play, so I'm happy to hear that I can still end up with an extroverted girl

There's a saying that opposites do attract

my MC may go to parties and drink sometimes, but he'll never love it

Like I said, sometimes people fall in love with the opposite of what they are
 

jadepaladin

Well-Known Member
Mar 9, 2020
1,249
2,536
I agree with the sentiment, I don't feel like that it's how it works in your game.

The point is that putting arbitrary points on events that are not correlated to a certain relationship make no sense IMO. It happens in other games too. Like you can't get together with this person, because you didn't get 5 intelligence points from other events before meeting her. So even tho you just resolved a millenium prize problem in front of her, you're clearly a dumbass.

Sure, some people are not into some traits. How does a girl know you're a dick if you've always been a gentelman around her?

You may be offput by a girl smoking cigs so you don't go on a date with her. If she does smoke cigs, but you have no idea about it, nobody ever told you that she does, you never seen it, smelt it or experienced the taste of an ashtray in her mouth then you simply can't be disgusted by it right? So you do go on a date with her.
Sure, if it does "come to light later" then you kick her out of the house, sell it, take the kids and move back to your home town in Australia to run a potato farm. But if it doesn't then you live happily ever after. In your game, the fact that she smokes cigs brands her forehead with a neon sign that says she's a smoker.
I haven't gone through a list of every variable throughout the game but as I said, that's how it feels to me at this point. In my case MC got cucked out of a relationship with Francesca, even if I felt I was actually doing really well with her, and I've seen your comment about LIs being tied to a certain MC personality points path. (btw. sidetracking Olivia is a sin and ya'll shall feel bad about it :cry:)
Personality isn't 1s and 0s either (and it lessens the impact of choices if you got no grey areas or fluidity). People play roles in front of other people, put on masks, lie and cheat. If you want to pretend that you're a bad boy to fuck a goth chick then, if she's not an omniscient being, how does she know that you go to church every Sunday and volunteer in a children's hospice if she wasn't exposed to those facts. You just bit off a head of a chicken in front of her, you clearly can't be a good guy right? But a nurse in the hospice thinks you're an angel sent to earth to help those kids. And she's never seen a chicken head in your mouth.

That's why I prefer the system with straight up character relationship points because only those can clearly naviagte what happens between two characters. You're with a girl, she likes whatever you do, +1 point. You're not with said girl, you do shit she doesn't like, it doesn't affect her so you're still on that +1. You meet up with her, she tells you her friend told you about what you did -1 point. You explain to her that it's all bullshit and lies, she believes you +2 points and she apologizes. Or she doesn't take the bait, -10 points and she kicks you in the balls.

I may not be the best at putting my points into words that's why I'm using those examples. And I want to repeat that I still think the game is great, and I wouldn't care to even discuss that if I didn't think so. And maybe I might've used too strong words in my first post. But this choice of design bugs me. And I may consider a replay to remind myself which choices could've been that offputting that everything else pales in comparison.

I want to also ask if you believe that there's a way for MCs change of heart/redemption however you would want to call it. In my example MC is like 40E to 8I points. Taking in account the difference, you could estimate that it would take 2/3 next episodes of only introvert choices for it to become a higher stat. Is that variable fluid enough that it would move you out of extrovert LIs into introvert LIs? Or is there a variable somewhere in between that decided whatever you do next, you're locked in this path?
I agree with your point about certain choices in other games having a chaotic effect on gameplay but the intelligence example isn't a good one. In that case, I'd go back to whatever dev designed it, and ask why you let the player do something that uses a stat we didn't invest in. Players shouldn't be able to circumvent the MC's stat restrictions, if stats are in play (exception being skill based games but show me a skill based VN). If you're a dumbass, be a dumbass.

About Olivia, 100%, I was super disappointed when she lost out on being a main LI and I think part of the reason is that you barely meet her and then she gets shelved for a long time.
 
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MiltonPowers

Twins Basil! Twins!
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Jul 26, 2023
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I am so, so happy to hear this. I mean, I already picked my girl

And the thing is, I'm an introvert. I don't like parties or flirting with multiple women

So that's how I like to play, so I'm happy to hear that I can still end up with an extroverted girl

There's a saying that opposites do attract

my MC may go to parties and drink sometimes, but he'll never love it

Like I said, sometimes people fall in love with the opposite of what they are
C'mon Vidal - don't leave me in suspense. :oops:

Who's your girl in this one? :unsure:
 

MCVisualNovels

Member
Game Developer
May 11, 2024
218
458
I am so, so happy to hear this. I mean, I already picked my girl

And the thing is, I'm an introvert. I don't like parties or flirting with multiple women

So that's how I like to play, so I'm happy to hear that I can still end up with an extroverted girl

There's a saying that opposites do attract

my MC may go to parties and drink sometimes, but he'll never love it

Like I said, sometimes people fall in love with the opposite of what they are
I think you might've slightly missed my point, or maybe I didn't explain it clearly enough, so that's on me.

Even though the affinity system isn't the most important mechanic in the game, it still matters. In the end, every love interest has certain traits or preferences that align better with specific MC affinities.

Let's take Cleo as an example. You can date her even if your MC doesn't perfectly match her affinity. But the way MC behaves in that relationship, it's too different from what Cleo is comfortable with.

Say Cleo is more reserved and prefers a slow burn, but the MC is extroverted, assertive, and likes to move fast. That kind of mismatch might cause issues. It's not that opposites can't attract, they absolutely can, but some incompatibilities might be too much for either side to handle.

Every relationship has ups and downs, and compromise is definitely possible, but not every combo will lead to a happy ending if the differences are too stark. And that's what I meant: affinity doesn't completely lock or unlock routes, but it can affect how sustainable the relationship feels in the long run.

Ultimately, if your affinity doesn't match a love interest's preferred type, you might still get into a relationship, but you won't be able to stay in it. It won't lead to a satisfying ending with that character. Of course, if you're really dedicated to a love interest, you could try to change your affinity for her to get on her preferred type, even though locked, but that would be an extreme case scenario (and won't work 100% of the times, depending on choices and variables and a lot of stuff).
 
Sep 3, 2020
4,677
34,660
I think you might've slightly missed my point, or maybe I didn't explain it clearly enough, so that's on me.

Even though the affinity system isn't the most important mechanic in the game, it still matters. In the end, every love interest has certain traits or preferences that align better with specific MC affinities.

Let's take Cleo as an example. You can date her even if your MC doesn't perfectly match her affinity. But the way MC behaves in that relationship, it's too different from what Cleo is comfortable with.

Say Cleo is more reserved and prefers a slow burn, but the MC is extroverted, assertive, and likes to move fast. That kind of mismatch might cause issues. It's not that opposites can't attract, they absolutely can, but some incompatibilities might be too much for either side to handle.

Every relationship has ups and downs, and compromise is definitely possible, but not every combo will lead to a happy ending if the differences are too stark. And that's what I meant: affinity doesn't completely lock or unlock routes, but it can affect how sustainable the relationship feels in the long run.

Ultimately, if your affinity doesn't match a love interest's preferred type, you might still get into a relationship, but you won't be able to stay in it. It won't lead to a satisfying ending with that character. Of course, if you're really dedicated to a love interest, you could try to change your affinity for her to get on her preferred type, even though locked, but that would be an extreme case scenario (and won't work 100% of the times, depending on choices and variables and a lot of stuff).
I see brother and with the girl I chose is should I be worried
 
3.90 star(s) 9 Votes