James Smith0003

New Member
Jul 5, 2018
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I did try making a walkthrough but it was too complicated as the love/hatred, lust/disgust and submission/dominance points change with choices a lot and there are many characters so separating them all is pretty hard. I must say if I am having trouble trying to figure out the just walkthrough mechanics then the creator must have had many more problems than I did.
 
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guest1492

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Apr 28, 2018
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That doesn't mean nobody else can create a walkthrough.
If someone asked for a walkthrough for a specific goal (eg getting as many pregnancies as possible without cheats) then it's possible. Otherwise you can't really make a general walkthrough for this game. There are currently no game overs and no endings.

There are currently 8 days in the game with over 10 events per day where you get multiple choice options and usually up to 4 choices per event. That means there are over a quindecillion possible combinations (4 ^ (10 * 8)). Good luck making a walkthrough detailing all of that.

EDIT: It's been a while since I played so I might have overestimated all the options. But let's say that every day there is only a single event and it only has options A or B. With eight days then there are 256 possible combinations of A & B. As I said earlier, there are no game overs so none of these combinations can be disregarded. Without an ending to work towards or a specific goal, then each of these combinations are as valid as any other one.
 
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marocto

Member
Mar 17, 2018
268
207
i tried making a walkthrough. its really hard. there are a lot of options and each one change the points of one or more characters. you cant play the game once. i played 4-5 times just for my main route , and some hours ago i thought that maybe i could make a different choice to get more information without changing the outcome i finally liked.
so my advise. play the game. see the choices where do they lead you. decide your preferable course and play it again to get your main route. and then play again to get other routes to see all of the content
 

Rosen King

Engaged Member
May 29, 2019
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Then why you don't do it?
There are a lot of personal factors preventing me from being able to make a full walkthrough myself (which I mentioned earlier in the thread when I posted a proof-of-concept version for the beginning of the first day), but my point was that it's not unreasonable for someone to ask whether a walkthrough exists just because the dev doesn't have the time for it, because there's always the possibility that someone else did. I'm not saying "How dare you people not have a guide," I'm saying that when someone comes in and asks if there is one, the answer is simply, "No, one hasn't been made," as opposed to "No, that would waste the dev's time."

There are currently 8 days in the game with over 10 events per day where you get multiple choice options and usually up to 4 choices per event. That means there are over a quindecillion possible combinations (4 ^ (10 * 8)). Good luck making a walkthrough detailing all of that.
You don't have to make a guide showing every possible combination of choices through the game, you would only have to say what the stat requirements and gains for each choice are and let the player decide their own path through the game itself. It's not like the dev programmed in each of those quindecillion paths individually. A proper guide only needs to tell you, for example, that you need X amount of Y stat at a certain point for an invisible option to be visible, and you can figure out how to get that by looking at the earlier parts of the guide saying what stats you gained from those choices. Bonus points if the guide also gives fetish tags for each scene so a player can Ctrl-F to find the ones they're looking for. Like, "Okay, I can tell that I need to use a lot of orange lights before Day 4 to get the scene I want, so let me scroll back and see where all the previous orange lights are." Guides like this used to be incredibly common back in the heyday of GameFAQs and the like. If nobody wants to go through the trouble, that's fine, but it's not some kind of impossible feat.

All this being said, there is one thing I think the dev should do in the absence of a guide: Since there are many invisible choices throughout the game that only show up in certain circumstances, and no guide to tell us about them, we should be able to toggle an option that allows us to see those choices but just not be able to choose them. That way, a player can at least know that there's something to try to figure out how to reach, rather than being left completely unaware that there was something else they could have done.
 
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G28Here

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Game Developer
Mar 18, 2019
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There are a lot of personal factors preventing me from being able to make a full walkthrough myself (which I mentioned earlier in the thread when I posted a proof-of-concept version for the beginning of the first day), but my point was that it's not unreasonable for someone to ask whether a walkthrough exists just because the dev doesn't have the time for it, because there's always the possibility that someone else did. I'm not saying "How dare you people not have a guide," I'm saying that when someone comes in and asks if there is one, the answer is simply, "No, one hasn't been made," as opposed to "No, that would waste the dev's time."
Atlas was being perfectly reasonable in quoting my past response on this topic. Letting new people know that I have no intention of making a guide is more relevant to the conversation than a simple "No, there isn't one." because it tells people that there will never be one from my end. Anyone can infer that just because I haven't made one doesn't mean they can't.

You don't have to make a guide showing every possible combination of choices through the game, you would only have to say what the stat requirements and gains for each choice are and let the player decide their own path through the game itself. It's not like the dev programmed in each of those quindecillion paths individually. A proper guide only needs to tell you, for example, that you need X amount of Y stat at a certain point for an invisible option to be visible, and you can figure out how to get that by looking at the earlier parts of the guide saying what stats you gained from those choices. Bonus points if the guide also gives fetish tags for each scene so a player can Ctrl-F to find the ones they're looking for. Like, "Okay, I can tell that I need to use a lot of orange lights before Day 4 to get the scene I want, so let me scroll back and see where all the previous orange lights are." Guides like this used to be incredibly common back in the heyday of GameFAQs and the like. If nobody wants to go through the trouble, that's fine, but it's not some kind of impossible feat.
I don't want to get into some kind of flame war with you, so I'll just say this: you've written repeatedly about how easy it is to execute your idea for a perfect walkthrough. We don't need to have this conversation every single month in the lead up to each release. Thank you.
 

guest1492

Member
Apr 28, 2018
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Rosen King
Alright, so it looks like a walkthrough will not be as much work as I thought, but it would still be a ton of work (at least for me).
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It'd be more intuitive if all the scenes were connected by a flowchart but that would be one gigantic chart. Maybe someone will eventually make a walkthrough like this, but it certainly won't be me.

G28Here
Taking a look at the game's html file again, I see that it's already 6MB with about 1 game week completed. You've said before that the game's planned to last until January so about 20 game weeks. Do you think there will be issues with an html file of size 120MB?
 

G28Here

Active Member
Game Developer
Mar 18, 2019
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Taking a look at the game's html file again, I see that it's already 6MB with about 1 game week completed. You've said before that the game's planned to last until January so about 20 game weeks. Do you think there will be issues with an html file of size 120MB?
I'm by no means an expert programmer, but I haven't noticed any issues with the game as its grown in size. If the html file gets too big that there are problems in the future, then I'd probably just end the narrative sooner and start work on a new game. Either way, this one will have all of its big story moments and the epilogues included, it's just a matter of how early they come.
 

RoguePlanet7898

New Member
Feb 10, 2019
9
10
All this being said, there is one thing I think the dev should do in the absence of a guide: Since there are many invisible choices throughout the game that only show up in certain circumstances, and no guide to tell us about them, we should be able to toggle an option that allows us to see those choices but just not be able to choose them. That way, a player can at least know that there's something to try to figure out how to reach, rather than being left completely unaware that there was something else they could have done.
If you use cheat or cheatrelated in the part at beginning asking what Mrs. Maywood is to you, you get max light level, 999 energy, $9999, and stats are all 50 so any stat based option gets revealed than all you have to do is figure out what stats are needed in a non cheat playthrough or keep playing the cheat playthrough. it won't show the choices you need "kitty" the assistant to research by using a black light to summon her for her to investigate someone.
 

James Smith0003

New Member
Jul 5, 2018
13
26
I know I said that I tried to make a walkthrough but I don't think there is a need for one as there is the cheat option so you can know what there is in the game if you don't know. The cheat option is kind of like the walkthrough and I am really glad that the developer didn't make the cheat option just a patreon exclusive. Rosen King so if you need then you can try playing it without cheat first, then with cheat after which again without cheat. That should be a satisfying way to play the game but its your choice.:):):D:D
 

Rosen King

Engaged Member
May 29, 2019
2,098
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Letting new people know that I have no intention of making a guide is more relevant to the conversation than a simple "No, there isn't one." because it tells people that there will never be one from my end.
I suppose that came out wrong. The proper response would have been both "There's no fan-made guide, and the dev can't make one themselves without taking time away from making the game." But the way they phrased it sounded like the dev not making one was the sole reason one would never exist, and came across as saying that they shouldn't have asked. (I may have read too much into that last part, as I've definitely had too many experiences in other threads with people basically saying "How dare you even ask that reasonable question.")

I don't want to get into some kind of flame war with you, so I'll just say this: you've written repeatedly about how easy it is to execute your idea for a perfect walkthrough. We don't need to have this conversation every single month in the lead up to each release.
I'm sorry if it comes off that way, but I'm not trying to argue that this is some easy thing that has to be done (which I tried to make clear in my last post). I was simply repeating what I had said in previous posts to explain why their claim of it being an impossibility is inaccurate. In the same sense that someone else repeated your previous response to the issue, I tried to further clarify based on the same things that were mentioned before. I guess I could've just linked to the previous post, but I never feel right giving such an impersonal reply. I tend to overexplain things because I want them to be as clear as possible, and since someone brought up an inaccurate claim (that an exponentially increasing number of guides would have to be written), I wanted to explain how it could be made more efficient. (And/or to workshop some basic structural ideas in the case that someone does decide to make one.) It's still a lot of work, and if nobody wants to go through all the trouble, that's perfectly reasonable. I certainly wouldn't take it for granted for some internet porn game. I just wanted to elaborate on the fact that, in addition to the dev not being able to provide their own walkthrough, there simply hasn't been anyone who's taken the trouble to write up a fan-made guide.

(Edit: To add to this (and explain why the next paragraph is just me going back to the topic), discussion on how a theoretical guide could be written is also a discussion on the nature and structure of the game itself, which I would think shouldn't be taken as too much of an off-topic discussion. I like discussing elements of game design and structure, and at its core, this game basically is a sort of converging flowchart with a bunch of variables saved outside of its normal flow. I'm certainly not trying to be hostile, and I would hope that going into excessive detail wouldn't make it come across that way, especially considering that I've seen actual devs of other games come in here and say something as ridiculous as "this game would be 10x better if it was free roam" without even offering an explanation on how this would fit within the kind of game you're trying to make. (Seriously, what was up with that?) I'm a game designer at heart, but previously-mentioned personal issues that I'd rather not go into keep me from being able to actually make any games myself, which is why I spend a lot of my time workshopping ideas and discussing the structure of games that interest me.)

It'd be more intuitive if all the scenes were connected by a flowchart but that would be one gigantic chart.
Yeah, I would say one of the most important prerequisites to making such a guide would be having some program that lets you write collapsible bullet lists and/or collapsible flowcharts. If I knew how to use a program like that, I might be able to *at least* get a basic framework down that could help people with the "invisible choices" issue, though I still wouldn't have the time to invest in finding out and listing all the stat requirements/gains. (I also doubt such a program would allow you to Ctrl-F what you're looking for...)

Incidentally (and on the subject of not usually wanting to just link to a previous post), I did my own mockup here, although if memory serves, the formatting on this site didn't allow enough sub-bullets (or whatever you call it) to cover the various splits. That's one reason a collapsible flowchart would be much better suited to this sort of thing.

Edit: Ah fudge, putting spoiler tags around the quote to keep it from wasting space causes a bunch of issues with all the square brackets I used in it. Here's the post I was trying to pull it from.

it won't show the choices you need "kitty" the assistant to research by using a black light to summon her for her to investigate someone.
Yeah, this is the main issue I'm referring to. A lot of things can be bypassed using the cheat (although a guide would still be useful for people who want to get where they want "naturally"), but there are certain things that only become available if you took certain previous options. Right now, the only way to even know that they're there is to stumble upon them, overhear people talking about them, or in some cases by looking in the pictures and noticing that there's one that you haven't seen yet. Having some other way of knowing that they exist would make a big difference.

I wonder if, in the absence of everything else, it would at least be reasonable if we got together and made up a simple list of the most major invisible/missable "branches" and basic instructions on how to trigger them, like Brittany's maid subplot and the various fates you can choose for Monica? I know that Brittany's plot can only be triggered by asking Kitty about her or using a blue light in one of her scenes (although there may have been new ways added since then). I'm not really sure what else is "hidden" so far.
 
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Prinplup

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Aug 6, 2016
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The html is the walkthrough - make a copy, replace the xml-encoding, open it in a good text editor, and it's pretty readable. :)

Coding quality is not the greatest I've ever seen on a twine game, but its not bad either.
 

guest1492

Member
Apr 28, 2018
312
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I'm by no means an expert programmer, but I haven't noticed any issues with the game as its grown in size. If the html file gets too big that there are problems in the future, then I'd probably just end the narrative sooner and start work on a new game. Either way, this one will have all of its big story moments and the epilogues included, it's just a matter of how early they come.
I found a post on twinery that stated it really depends on the hardware and software of the person running the game. Also that he/she started having problems with a game that was 83 MB. I hope that he/she just had a really bad machine. Anyway, that will be a problem for the far future.

Edit: Ah fudge, putting spoiler tags around the quote to keep it from wasting space causes a bunch of issues with all the square brackets I used in it. Here's the post I was trying to pull it from.

[...]

I wonder if, in the absence of everything else, it would at least be reasonable if we got together and made up a simple list of the most major invisible/missable "branches" and basic instructions on how to trigger them, like Brittany's maid subplot and the various fates you can choose for Monica? I know that Brittany's plot can only be triggered by asking Kitty about her or using a blue light in one of her scenes (although there may have been new ways added since then). I'm not really sure what else is "hidden" so far.
I think the format you put up in that post you quoted only worked because it was the very beginning of the game. Once the game gets less linear then that would become a huge mess.

As for the second part, I suppose that would work. I can only remember three things off the top of my head.
  • Pretending to be part of the coven
    • Dorm meeting on morning of first Sunday: Use purple light to trick Kyle that you are part of the coven
    • History class on first Monday: Don't use any lights so you can talk to Kyle and arrange going to the library
    • Evening of first Monday: Option to go to the library will now be shown so you can be introduced to Ms. Chang as part of the coven
    • History class of first Wednesday: Trick Professor Barberry that you are part of the coven.
  • Threesome with Rio and Monica
    • Night of first Thursday: I don't really recall the requirements. You need to either have a certain intimacy level with Monica, or else high enough in some of the stats (Attractiveness or Willpower?).
  • Midnight study session with Professor Ward
    • Must have Kitty investigate Professor Ward
    • Second Saturday: talk to Professor Ward
Not really sure if there would be any benefits later to convincing everyone you're a legitimate part of the coven but it's still something I like to do.
 
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Deleted member 76745

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I'm by no means an expert programmer, but I haven't noticed any issues with the game as its grown in size. If the html file gets too big that there are problems in the future, then I'd probably just end the narrative sooner and start work on a new game. Either way, this one will have all of its big story moments and the epilogues included, it's just a matter of how early they come.
If it did get too big you could maybe break it into chapters like other games. Have the player save their game at end of chapter 1 and load that game into chapter 2 html.
 
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Blaydon

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Jul 23, 2020
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Has anyone else had a problem with no video showing? I use an old XP machine and on other games it is fine but i believe that the videos here are encoded as VP9 which doesn't seem to work on my machine. MP4 files encoded differently work eg. 264
 

gfdsf565

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Jul 25, 2019
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Has anyone else had a problem with no video showing? I use an old XP machine and on other games it is fine but i believe that the videos here are encoded as VP9 which doesn't seem to work on my machine. MP4 files encoded differently work eg. 264
No issues. You may also want to upgrade... I think XP dropped out of support a few decades ago.
 
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