A couple of requests/suggestions (I haven't searched the thread to see if they were made before, so I apologise if I repeat them):
- reintroduce the option to work in the Bar in Act II or add a "Wait until Monday Morning" option (in our bedroom).
___In Act I you could do the events which advance time in the Morning and spend the Afternoon and Evening working at the Bar earning money, so that you feel you spent your time productively (and developed a rhythm). But Act II removed the option to work at the Bar, so that your only source of income are Monday Mornings.
___If you saved enough you can find yourself on the first Monday Afternoon of Act II owning the Farm with the Barns Upgrade giving you a total income of 300 and leaving you with 0-100 in the bank. I assume the next purchasable property will be the Bar which costs 500, so you'll have to wait for two weeks to get enough money to buy it. And the only things to do in those 41 time slots are the four permutations of sex with Chloe or Gwen, otherwise you just need to click the "Wait..." option over and over again. Of course, the game is in development, so you might add another ~37 events before the Bar purchase to fill the time.
___And reintroducing working at the Bar wouldn't unbalance the economy. A whole week of Bar work nets you 280, which is on par with the 300 income you get at this point from your holdings.
- the top black bar has so much space left, could you add the "World Map", "Town Map" and "Your Bedroom" buttons to it (to make navigation more convenient)?
___Even just the World and Bedroom buttons would be enough, as you can reach Town with a single click from the World Map.
- in the main Property listing screen (where all the Property cards are visible), could you put the padlock icon over the image of the individual Card to signify the Property isn't yet purchasable?
Eg.
View attachment 377407
- on the same screen as the previous suggestion, could you change the background of the individual Cards from Black to another color when they are owned (maybe Orange as you use that on the individual Property pages to signify ownership)?
___(no example here as it was too much hassle to make, sorry)
- on the same screen as the previous suggestion, in the bottom title bar of each individual Card could you add icons representing the different upgrades and their ownership status?
___Ideally each icon would be unique and look like the upgrade it stands for. But you could also use a generic icon (eg. a golden star).
___You can fit two icon comfortably (one each in the left and right corner of the cards), and if a property has more upgrades you could use half-height icons allowing up to eight of them to fit on a single card.
___As far as ownership status is concerned, you can use just the outline of the icon for unowned upgrades, and a filled icon for owned ones.
___Some examples:
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The three suggestions above are meant to give more of a sense of accomplishment when viewing that screen. They will also make the screen more useful management wise, and cut down on the clicking needed to check everything.
- in the main Character listing screen (where all the Character cards are visible), could you change the background of the individual Cards from Black to another color when there is progress available with the character? (maybe Golden background with Black name)?
___That would cut down on the clicking necessary to check the progress in a new version.
And finally just a thing I wonder. Has all the time and effort you put into developing the furniture (and store) for the flat (and the money players spent buying it) been rendered obsolete by Act II?
Hey, thanks for the detailed feedback (and the graphical examples)
Some of what you mentioned has been brought up before, but I'm happy to answer it again. So, in order:
Reintroducing the "Work in the Bar" option: This was taken out temporarily so that I could monitor the Property economy with as few variables in the mix as possible. Initially I wasn't sure if I should re-introduce it, or go for other, more restricted methods of gaining money during the week, but having observed all the data people have been sending me on the subject I will almost certainly be re-introducing the "Work at the Bar" option in this Sunday's update!
Map buttons in the top bar: This won't be happening, I'm afraid, for the simple reason that I use certain screen transitions to trigger events (returning to your flat and bumping into Emma, for example) which would become a huge pain if I allowed players to skip to certain locations. What I
will be doing, however, is adding a "forward time" button to the Town and Map screens so that players don't have to return to their bedrooms to rest.
Property Not Available in This Version Icons: I
might do this, but it doubles the number of images used for Property Cards and I'm hoping to introduce the ability to buy each property fairly quickly. This really depends on public demand.
Orange background on owned property: Do you mean the black bar at the bottom and the small black outline around each card? If so, then possibly (though, again, that doubles the number of images). Most of the graphics and UI elements are temporary in any case - created by me in an hour or two in the full expectation that I'd be completely overhauling them later!
Icons to indicate Upgrade Ownership on Front Property Cards: As much as I like the idea, and your design is very cool, this one is a hard no, I'm afraid. At least for the foreseeable future. Apart from the repeating issue of "more and more image files" there's both technical and practical issues, ranging from increasingly complex code for each card down to the more simple "I have no idea what upgrades I'll be adding, or removing, or editing as time goes on." This is one of the "When the game is basically finished I'll go back over it and see what's feasible" QoL concepts.
I do like the idea, though
Character Cards Change Colour to Indicate Available Events: This one's another no, I'm afraid (I feel like the Grinch...). A few reasons for this one: The first, and most important, is that the Character Cards are there to act as hints if you're stuck, not as a walkthrough to follow step by step. I don't
want people checking them religiously - I want people to explore (and for people who want to know what new events are available in the latest update, the changelogs are available on every site that hosts this game).
The second issue is that the Character Card Hints only display hints for available LOVE content, not SLUTTINESS, EXHIBITIONISM or SUBMISSION content. So if I have it glow orange when
any of those events are available it'll confuse players who see the hint says "No more content in this version" and if it only glows for LOVE content then people may begin to rely on the glow and miss out on the content for the other stats.
The third thing is that a feature like this would be one more straw on the "busywork" pile for me - and I have enough straws!
Furniture and Furniture Store: Finally some good news for you! The furniture you bought in Act One will be displayable in your Manor bedroom, and the furniture store will begin to stock more decoration items. This isn't in right now, but it should be in either this Sunday's update, or next Sunday's.
Phew! I think that covers everything. If not, or if you'd like clarification on anything, just let me know.
The tl;dr of the whole thing is: I'm doing what I can to make the game pretty and easy to use for everyone, but it's just me making this game, and I release updates weekly. I
have to keep my workload as small as possible so I can actually create content. There's lots of aesthetic stuff I'd love to include, but I'm not going to if it means I have to sacrifice content creation.
Hopefully people enjoy the game enough to put up with any less-than-ideal aesthetic aspects until I either have enough time to get around to them, or we hit enough goals that I can begin hiring help