- Oct 14, 2016
- 1,030
- 7,025
Loving your game obviously or else wouldn't waste time doing the walkthroughs. I would like to discuss some points, if you are up for it:What is going on here? At least fix my name . I'm addressing some on the issues mentioned here at my latest post on my patreon page. If you think this game has potential, please read it. Your discussion is interesting and it gives me some ideas, so don't let me stop you.
MikeMasterSSSSSSSSSSSS <- You se the "S", right?
1. Skill check: I certainly wasted lots and lots of time just from saving/loading at skill check points to get the desired effect. What happens is at times I get random streak of luck of succeeding and at another time streak of failures even if the skill is at it lowest (50%, I don't think I saw less). I know it's chance based, but I always get this feeling of being set-up. I know your new feature to reload at previous skill check point will save lots of time than before but still wont solve if my streak of luck sucks.
Suggestion: You train for the stats and in order to succeed a skill check, you need a minimum stat points, example:
@ Gym: Training muscle (Limit 1 per day), you can have different levels of training to get a more realistic feeling. Each level will increase your muscle to a certain point , afterwards that kind of training level will be not beneficial as it will not increase your muscle. You will be required to do the next level of training in order to increase the muscle stat. I recommend that the muscle stats to be hidden to make the player try and guess at which certain point they need to increase the training level. Why hidden? Well you can make create a consequence if you train higher than your level , you will get hurt and be injured and wont be able to train for a number of days, let's say 7 days. (you can also make it in order to have a faster recovery, the player can visit the infirmary and pay $$ for the treatment, this will reduce the number of days for waiting from 7 days to let's say 3 days). My last point to add for the gym is the ability to train solo or with Jane, what I have in mind here is the following:
Training solo: Free of charge, Muscle gain +1 (Example)
Training with Jane (As a personal trainer): Cost $$ , Muscle gain +2 (Example) and with the ability to increase relationship depending on level of relationship with Jane (More details below)
1. Acquainted: Training Session costs $50, Muscle gain +2, +1 Relationship.
2. Friends: Training Session costs $40, Muscle gain +2, +1 Relationship.
3. Best Friends: Training Session costs $25, Muscle gain +2, No Relationship increase bonus.
4. Lovers: Training Session are FREE, Muscle gain +2, No Relationship increase bonus.
Point #4 will have hidden requirement which is to maintain a specific number of training sessions per week or else Jane will be mad. You can make Jane warn the player that they are not being in "Shape" or "Slacking" and if it continues that way she will be mad.
@ Library: Knowledge training (Limit 1 per day), here I thought about having 3 main purposes:
1. Studying: which will increase the knowledge.
2. Tutoring Kira: Which will be a source of income or a gain relationship points (Details below).
3. Chatting with (Kira): Increasing relationship (Details below).
Point #2: Tutoring Kira will have 2 types:
1. Make Kira pay $$ for the tutoring session but in exchange there wont be any gain in relationship points.
2. Make the tutoring session for free but in exchange gain relationship points.
Different levels of tutoring, requiring different amount of knowledge:
Level 1: Requires the player having Knowledge stat = 20+ , Kira pays $10
Level 2: Requires the player having Knowledge stat = 40+ , Kira pays $15
Level 3: Requires the player having Knowledge stat = 60+ , Kira pays $20
Level 4: Requires the player having Knowledge stat = 80+ , Kira pays $25
Kira will have a weekly allowance of $50 per week, if she runs out of money, she will ask the player to tutor her for free. If the player decides to tutor Kira for free then he will gain relationship bonus based on his relationship status:
Acquainted: +1 relationship point
Friends: +1 relationship point
Best Friends: No relationship point gain.
Lovers: No relationship point gain. (At this point she will demand all tutoring sessions to be free.)
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Okay I didn't expect to write all of the above lol, well I hope you at least entertain the thoughts above. I have no idea on how hard it will be to implement and how time consuming it will take to program all those perimeters. but it will certainly make the game more interesting in my eyes. If by chance you will proceed with this idea, I suggesting lowering the player's weekly income to let's say $100 per week. This way will force the player to gain an income for doing part-time jobs and be self reliant (Story-wise you can make it as if the player wants to rely on himself more than ultimately not rely on his father's money).