First UI tutorial project
This is actually accurate! I've only made text games up to this point. Probably a good thing I'm getting some practice here, since when I finished this UI, I thought to myself "Hey, this looks pretty good!" Suggestions for how it could be improved are welcome.
Was able to find Tanaka at loop 11, but I felt like I was running out of new things to try (that actually did something meaningful) around loop 6-7. Think the game is kind of unfinished after that point too.
Yes, reuniting with Tanaka is the endpoint of the first story arc, and thus of the first release. All that's left to do after that point is to check out the H scenes (currently only two of them).
BUG?: You can get the Country Club conversation about training with Jackal even on a run where you have never taken the "Hire a Fixer" option - the game assumes you have and know who Jackal is on that run.
Unless it's intended as a bypass for the Hire a Fixer conversation?
Oh, thank you for bringing this to my attention! Yes, the entire purpose of being able to meet Jackal at the country club is so that you can get started on her relationship even if you stopped the abduction (or if you've sped through DuMont's relationship before Day 32). Because those aren't really feasible with the current upgrades in the game, I didn't bother to add special flavor for meeting Jackal at the country club first, but I guess it's actually possible to meet Jackal at the country club first even as early as Loop 1 just by ignoring the Hire a Fixer action. Similarly, there needs to be unique flavor for hiring Jackal for the first time after you've already met her at the country club.
edit: this game desperately needs an option to skip conversations from unlocked events that we've already read before. having to hit spacebar 10-20 times every time one of the heroines wnats to tell me for the 10th time about the same starter unlocks is dire.
Dev asked for feedback in "the usual places" so I'll post here.
Auto-advance is kind of in a weird place as the speed it goes through days is fine, but the speed it goes through events is quite slow. I'd prefer a faster speed for events I've seen in previous loops.
I'll definitely crank up the speed of the story scene auto-advance in the next release.
dunno how it fixed itself but it did so yay.
also, really not much of a fan of having to replay the heavily restricted intro days every loop. i know where I'm going so just let me get back in the saddle and cruise
after sleeping on it, honestly I really want to enjoy the game but as it is right now I just can't
the first run through was entertaining enough, learning the story of the loop and getting close to yumiko, though unfortunately that also meant I didn't care as much about tenko but that's my problem.
what isn't my problem is how prestige works, because instead of other looping games (ie groundhog life, idle loops, etc) where you'd get a skill gain multiplier based on how much you used your skills that life, you need to get lifetime score by hitting milestones, then spend those points on skills like slightly higher focus mult per level. between that, the many relationship events that happen, and repeated changes in your schedule as the loop progresses, the game doesn't feel like an idle game at all.
My other complaint is that the Default Action Choices of Daily and Weekly aren't good enough.
Weekly locks in your actions from the past week, but that includes Diet/Equips/Stances so it's a huge pain in the ass to update them all, especially when you try to use Auto-advance. Daily updates your recent routine choices but the swap between Weekday and Weekend can blindside you sometimes when you're trying to speed through things, since the game auto-swaps you to an action that you might not actually want if you have an incompatible action.
I'd like a hybrid mode of some sorts -- perhaps the game remembers the choice you made last weekend?
I plan on adding a new Default Action Choice option to the next release: "Looply" or something. Basically, by default, it'll have you do the same actions and routine as you did on that day in the previous loop. As long as your upgrade levels are no lower than they were last loop, this should only ever break for actions which become unavailable after you complete the associated goal (like looking for Tanaka).
I'm up for adding other options too, though. I don't want the game to be painful to play. In Daily mode, the game should already be defaulting to last weekend's action when yesterday's action isn't allowed, so let me know if it isn't doing that, or if there's some other rule that you think would make sense to add to the game.
It'd kind of be nice to have an interactable (click for choices) version of the weekly schedule that shows just a bit more info about when stamina is overfull or reaches 0, like it does in the current-day view.
This is an interesting idea. The weekly schedule is one of the first parts I made while figuring out how the UI should work, so it probably would be worthwhile to go back and see if I can cram any more info in there now that I have a better handle on how to make things responsive to mouseovers and clicking.
The whole "choosing a place, then choosing an activity from that place" seems inefficient. Most places have just one or two activities. Let players choose activities directly.
This is meant to make things friendlier to keyboard hotkey users. Instead of scrolling through a big list of 16 actions (needing up to 8 keypresses to cycle around to the action you want), it could theoretically make things easier to organize them into a 4x4 setup (no more than 2 keypresses to swap to the right place, then 2 more to swap to the right action in that place).
In practice, maybe the prevalence of one-action locations makes that make less sense. But if a place has only one action, then it's still one click to select it, just like if the actions were all listed together, right?
Most games of this nature give players a bit more "juice" than this does with a restart. All the upgrades you buy add up to a lot by day 100/150, but don't give players much feedback in the early game. Just something to consider.
Alright, some feedback:
I feel like the game is a bit too repetitive at the moment. The existing upgrades are fine -- they're subtle yet powerful enough to be worth it. The repetitiveness comes from the early game though, when your upgrades haven't kicked in yet, so you're just repeating the same motions, grinding out the same resources until you can deviate.
I think some other one-off upgrades with more "kick" like the Confidence upgrade would be beneficial to the game experience. A piece of equipment, a stance, honestly, I'm not sure.
My plan here is to have the "top row" upgrades make each attribute level more powerful, while the "bottom row" upgrades are things which give you a bonus regardless of attribute levels. But in practice, I suppose that Adrenaline functions more like a top row upgrade, since it only provides a bonus when you're using actions that cost Health, and it isn't yet practical to start running into those until later in the loop.
The next upgrade unlock will be another bottom row one.
On another topic, has anyone else here made it to Tanaka? I've done it on loop 8, but then I'm stuck in the Metropolis with no way to terminate the loop (afaik), and nothing I do seems to let me fly back to the college town (as route_guide.txt implies that you can). I just wanna know if that's the end for now and that I should Start Over or something.
By the time you see this, you'll probably have already seen my response to your private message, but it makes sense to answer it here as well, since my wording in the route guide wasn't very clear:
In order to fly back to the college town, you need to reunite with Tanaka with at least a few days to spare before Day 100. The Metropolis stops offering flights back to the College Town on Day 98.
I appreciate all the commenters taking a light piss at cultivation as a genre
I think there are only a few viable cultivation scenarios:
- Fight a battle and lose, taking that
L D
- Becoming a supporting female heroine/vilainess to the main protagonist/antagonist
- Getting raped after some aphrodisiac pill is used
- Serving a rich/powerful young master as a bed warmer and/or their dual-cultivation yin furnace until you get tossed aside
- Cultivator using gu parasite to control you
- Soul or ghost possession
- Being made into a puppet or being controlled by qi-infused puppet strings
Haven't really seen anything else throughout the many stories I read, but good luck to the author, hope this isn't dropped.
I have some plans that resemble a few of these. Need the protagonist to escape the mundane world first, though.
at this point the prestige effects are weak enough (and the loops so long and boring) that I'm just trying to edit saves in one way or another, but I can't find any way to change values in the the .sav files, could anyone lend a hand?
Well, I suppose the forbidden art of save editing is just another route to ultimate power and eternal life.