4.00 star(s) 3 Votes

SuperSkippy

Member
Oct 25, 2017
297
138
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.
Here are some annoyances that I have with the interface:
  • Most often, I'd like to keep most activities the same while changing only one or two when I notice a problem or have something new unlocked. Currently this means I have to go through each activity in the day and confirm each other selection, which seems unnecessary.
  • The different equipment menus and information screens are behind buttons that cycle through them rather than being always accessible.
  • The only way to view progress on a goal is by clicking on that action.

My thoughts on the UI:

  • Selection boxes for each daily activity, enabling direct selection of activities where a change is desired rather than having to input choices into every time slot. This can be part of the "Actions" overlay, integrated into the display.
  • Single-click "Next Day" button rather than having to confirm every activity one-by-one.
  • Separate menus for "Routine", "Stats", "Actions", each screen containing buttons to access the other two. Stats screen can have buttons to click into "Achievements" and a new button "Goals" that takes the player to a screen with known goals and their associated progress.
  • Maybe also a screen that shows the specific actions that raise a particular stat or relationship?

Here's an overview of a (complete, polished) game that accomplishes many of the same things you're doing:

I'll definitely crank up the speed of the story scene auto-advance in the next release.

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.
This also seems like a reasonable improvement.

Other potential Auto >>> settings:
Repeat actions until stamina is full/empty
Repeat actions until the next goal is accomplished

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.

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?
Ideally you want something that's accessible to both. The primary actions that players take are deciding what goes where in the schedule--so every place they see that schedule should be a place they can click to change what happens there. There's no reason to make players go to a different menu to select/change something that they can see on their screen. If I'm looking at the weekly schedule, I should be able to see that Tuesday's "Sleep In" won't restore stamina and be able to adjust that action right there without having to wait for it to be Tuesday or to go back to the Actions screen.

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.
The upgrades screen could use a lot of cleaning up currently.

1736111415650.png

A lot more of this screen could be used to display the buttons that players can click on, rather than needing a soft autoscroll to reveal the rest of "Instinct" and the "Intelligence" button.

[/QUOTE]

are there any upgrades to buy between life aside from drive and athletics? i mean more goal progress or more max stamina is nice but they can't get me to my goals anywhere near fast enough
ah feats are where you hid the new upgrades, that'll do it


any suggestions about the battle-tested and research assistant feats though? I can only assume battle is from jackal, though the only way I can find her is buying her through duMont's story, and the only idea I have on research is basically capping hashimoto's story, but I only unlocked that part of her story in the last 10 or so days, how am I supposed to get there faster?
Battle-tested I think comes from Standing Guard for Jackal's friends in Skid Row at noon. Hire her once and she'll also agree to train you for free in the Afternoon. Once you've Trained with her enough for her to trust you with some equipment, she'll get you in touch with some friends, and you get Battle-tested when you've accomplished their goal.

Research Assistant is unlocked through Jackal as well. Keep training with her after she's given you some equipment. Next goal you'll notice something different about her, and she'll tell you about another location you can go to at Midnight. Then do that one every chance you can until another option opens up there. Do that one until its goal completes and you can do endurance testing.

As for how to open stuff up faster?

Focus
Do crimes
 

CrowClaw667

New Member
Dec 21, 2022
4
4
After hyperfocusing the last two days on this I can say I can leave a review here!

I'm honestly enjoying it, even though its a bit raw I love the potential here and the characters are charming. The gameplay loop took a bit to click but it did and after my Fugue I dreamt of spreadsheets and stats.

The early ramp-up is a little too weak even with upgrades yeah and many things take a looot of time that it almost doesnt feel worth it.

The tool tips at beginning of each day are useful...after a couple loops when you actually understand them. So maybe in the future an aside having all those tips may help greatly with the onboarding process.

I do like the different reactions to your equipment and stance-etc between loops being highlighted. It really helps as you keep clicking through stuff.

On Loop 8 and got most achievements out of the way so now I just gotta actually manage to save Tanaka since I found her trail too late on my last attempt and got stoneblocked by not knowing Australian.

Though Battle-Scarred body doesnt quite feel worth it with the debuff to Relationship gain gotta say. Since Relationships just, wildly increase gains in general.

Do eagerly await what next updates come up in the future! there's so much POTENTIAL.
 

Laura2022

Newbie
Dec 25, 2021
44
70
Know any femprotag games with similar themes?
No for most of these, I just RP with a local LLM since I can specify scenario, characters, and parameters for the "story."
Quite a few games have a combat system where if you lose you get fucked, literally - just look for those rpg maker games. Not a fan of that game engine, but maybe you'll find it ok.
 
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Mar 11, 2021
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honestly not sure how much good the confidence perk for making friends with tanaka is, I basically always spend the first 30 days training focus with yumeno. at least the achievement wasn't too hard to get. the frugality perk cutting finance costs on things is a HUGE help for any finance grinding. speaking of finance stuff, what's more effective, bar tending or working with dumont?
 
Apr 7, 2017
133
116
honestly not sure how much good the confidence perk for making friends with tanaka is, I basically always spend the first 30 days training focus with yumeno. at least the achievement wasn't too hard to get. the frugality perk cutting finance costs on things is a HUGE help for any finance grinding. speaking of finance stuff, what's more effective, bar tending or working with dumont?
It opens up bum-rushing "generous" (especially once you've got the finance perk so once you've got it it takes like one work every few days to maintain it)
 
Mar 11, 2021
336
181
maybe I'm just playing wrong but intelligence perk seems pretty useless, by the time I even unlock academics I'm down to the last 20-15 days of the loop!
as for investigator, what's your solution to filling it up?
 

SuperSkippy

Member
Oct 25, 2017
297
138
maybe I'm just playing wrong but intelligence perk seems pretty useless, by the time I even unlock academics I'm down to the last 20-15 days of the loop!
as for investigator, what's your solution to filling it up?
Yeah I didn't use Academics/Intelligence very much on the run where I found Tanaka.

My own reliable way to fill up Investigator relies on having the "cancer juice". If you have that, you can be below 20 Stamina in the morning (so you can use Self-Destructive Stance along with Larceny Kit), rest/sleep up to enough health to work with Jackal by Evening, and you'll be able to knock out a few thousand progress on Gather Clues each evening with Jackal on Skid Row. Adrenaline definitely helps with that because the health cost of that action is quite high.

CSdev While we're all throwing out early suggestions and bug fixes, I noticed a couple of things today.

  • The tooltip for Charisma doesn't seem to update after purchasing Magnetism, or completing the popularity goals from Tanaka's friend group.
  • There's a lot of left over space in the action results menu. It'd be nice to view how those progress/experience/relationship numbers are calculated through a hover tooltip or through clicking to expand. Something like this maybe? 1736208631775.png (Putting Stamina in parentheses allows for a Stance to be added to the calculation there). It'll also make it much easier to find when/if something isn't calculating correctly.
 
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Mar 2, 2020
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maybe my standards are extremely low but the UI doesnt seem that bad.
Like maybe slightly worse than Your Chronicle and just as good as Incremental Adventures.
 
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Huntierier

New Member
Dec 23, 2018
4
7
Posting some general feedback and Ideas that I have below:

Feedback on Events:
As this is an idle game, you're going to be replaying sections fairly often. Whenever you repeat an event, you have to go through the entire event again. It would be nice if instead of that and so long as there aren't any new bits of text to be seen, there was instead a summary that only takes up one or a few pages.

Feedback on Menu UI:
The Buttons above the Actions Buttons should be their own buttons, rather than one that cycles.
2025-01-08 14_13_28-Window.png
Or something like this to save space:
2025-01-08 14_13_28-Window2.png

Feedback on Action planning:
When selecting which timeslot you want to edit, Pressing the timeslot names should bring you to its setting. If you decide to do this you could then make the "Set Action" button always the resolve day button.
2025-01-08 13_46_02-Window.png
For more advanced action planning, the Planner page should be turned into a tool dedicated to editing the entire week. Other bits of the UI, such as the relationship bars and the attribute bars should either be shrunk or removed. to make room for other settings. As a way to integrate the "default action choice" setting into the game more, in the planner page you could add a "follow your planner" button and only use the planner when its activated.
1736341093579.png
The Planner Page could function similarly to an excel spreadsheet. You click to select a timeslot, click the action that you want to set, then click on the days that you want to use it on.
1736341954265.png

The Game in general is also fairly laggy for a text based game. Switching between actions to perform takes like half a second, so it would nice to see that improved.

I apologize in advance if it comes across as presumptuous on my part to post this, but I think this game is really cool and I'd love to see it improve.
 
Mar 2, 2020
16
9
Some gameplay/similar suggestions. Btw for the UI I completely agree with Hunterier.

Skills(Specifically something I like is something being able to specialize into certain things within skills. Maybe at every 5th level you get a bonus like choosing to boost the base effect or expanding it. For example maybe focuss second option could be something like for things where the goal is already completed/it never had one it boosts skill gain by half as much as it would with goals.)

more start withs(Mainly academics and waterworks)

Stamina discount(like maybe for each purchase of the upgrade you get 0.05% stamina usage decrease)

Other resetting bonuses(too lazy to add like 2 more lol. Time multiplier, essentially gives you extra days before the major events and Skip Intro, skip the first like day and get to select what you want to select till you have everything lol.)

Traits(Something else I like in in games like this is traits. They could effect skill gain and even give you certain skills early.)
 

CSdev

Member
Game Developer
Oct 14, 2020
177
603
Oh wow, well that's curious, certainly will be following this. Buuut...I agree that's it raw...like raaaaaw esp in ui department.

I think game would greatly benefit in style direction for UI. Stylized UI goes a long way for making the game feel polished. For example: the plan for the day looks like a page from a journal, the backdrop should be...something, preferably not void. Every meter should have different color to mean diffrent thing, cause color is a language on its own. Similar information is together. Meters start from the same side(right to left preferably. The meters themselves rounded and extra fluff added to be nice to look at. There's extra icons for meters be that mini-things related to stats, or characters face/related items or something to that extent, that relays information without having to read the words on the meter. The choice of actioncan be a drop-right menu with extra information poping up to the side. Your own character avatar, if it's important, can be put somewhere, preferably upper corner. Text window in cutscenes should not literally be a white windod with dialogue, but maybe a slowly phasing in lines of dialogue on a, as alrady metioned, stylized backdrop, alternatively just drop the window part or make it stylized to fit.

I think a lot can be mended with menus and tabs and sidebars. Information doesn't need to be displayed all at once like a bukakke for dear player to receive. Also when I say style I mean...a lot of things, it doesn't literally have to be "all the things, all hand drawn or game bad" I've screshot the examples of the games of same genre that I think executed UI nicely or excelently.The game certainly has unique to dev vibes and maybe simplistic design, that CS received can be done here too. To that extent this game would suit the UI style of games like Degrees of lewdity or Course of temptation. But because the game is based around a string of menues I think the UI architecture can be taken from Jack-o-nine tails(I couldn't find main house menu, only outside and girl stats tab). Still, choosing direction should be important to consider, be that school vibes, magic heroine vibes, fantasy/sci-fi, light/dark, serious/casual, simple/complex, highly made to fit style/generic for the sake of clearness. Also I think looking at diffrent fonts for main body of text can be an option.
Maybe passing buttons can be moved to the right corner, leaving the content in the middle, wrapping around it. The time and date made smaller, and not so bold, maybe even put into some dropdown tab, like degrees of lewd, where pretty much all the sidebar with info can be hidden. Whatever you choose in the end, I hope my UI rant was at least informative.
Thank you for the feedback! While designing the UI, I was very much thinking about idle games like Trimps and Groundhog Life, and the way that they devote a lot of screen space to letting you watch your progress bars go up. But because Cultivation Spiral is turn-based and has a lot more things you'll want to regularly change, it probably does make sense for the controls to take up a larger portion of the UI.
Genuinely I'd like an upgrade that just starts us with 2 vitality and 2 focus to accelerate out of the otherwise incredibly static first 10-15 days of the loop.
The very next planned upgrade is going to be all about mixing up the early part of the loop.
My current run where I got to Tanaka I take the flight on Day 95 :painpeko:

Ah well, time to do another run.

EDIT: In the case that it's too late for you to return to college town though, is there a way to force a restart into another loop? As it is I seem to be stuck unable to get the Saviour Meaning of Life :cry:

EDIT2: Alright nevermind, I managed to shave off a day and fly back to the college town just in time to die.
I'm sure you wouldn't take long to find this on your own, but just to make sure it's out there: Even though the Metropolis doesn't really have any content of its own right now, it does have its own date for the loop reset. In general, as you progress through each chapter, the loops will get longer and longer.
Here are some annoyances that I have with the interface:
  • Most often, I'd like to keep most activities the same while changing only one or two when I notice a problem or have something new unlocked. Currently this means I have to go through each activity in the day and confirm each other selection, which seems unnecessary.
I'll make sure to include a dedicated button for just moving to the next day when I rework the UI.
  • The only way to view progress on a goal is by clicking on that action.
This is something that's definitely going to be improved by the next chapter release, since that one will be introducing a mechanic that'll make it pretty much mandatory to be able to see an overview of multiple goals.
  • Selection boxes for each daily activity, enabling direct selection of activities where a change is desired rather than having to input choices into every time slot. This can be part of the "Actions" overlay, integrated into the display.
So, something like "Click a timeslot, and it brings up a clickable list of all possible actions for that timeslot you could choose today?" I think I could do something like that.
  • Maybe also a screen that shows the specific actions that raise a particular stat or relationship?
Some sort of action glossary could be doable too.
Here's an overview of a (complete, polished) game that accomplishes many of the same things you're doing:


This also seems like a reasonable improvement.

Other potential Auto >>> settings:
Repeat actions until stamina is full/empty
Repeat actions until the next goal is accomplished



Ideally you want something that's accessible to both. The primary actions that players take are deciding what goes where in the schedule--so every place they see that schedule should be a place they can click to change what happens there. There's no reason to make players go to a different menu to select/change something that they can see on their screen. If I'm looking at the weekly schedule, I should be able to see that Tuesday's "Sleep In" won't restore stamina and be able to adjust that action right there without having to wait for it to be Tuesday or to go back to the Actions screen.
The problem there is that the game would need to "pre-play" itself multiple days in advance in order to know whether your Stamina will be full on a future day. It's definitely possible to code it to work that way, but it would introduce a lot of potential bugs, and it would mean that any performance issues caused by game calculations would become much worse. Seems like a risky feature to commit to.
The upgrades screen could use a lot of cleaning up currently.

View attachment 4413462

A lot more of this screen could be used to display the buttons that players can click on, rather than needing a soft autoscroll to reveal the rest of "Instinct" and the "Intelligence" button.
There are a lot more upgrades planned, so I didn't think too hard about trying to fit as many of them on the screen at once.
The tool tips at beginning of each day are useful...after a couple loops when you actually understand them. So maybe in the future an aside having all those tips may help greatly with the onboarding process.
It's embarrassing that I already included an external "tip list" file for my other game, but it didn't occur to me to do the same here. I'll make sure to fix that in the next release.
I do like the different reactions to your equipment and stance-etc between loops being highlighted. It really helps as you keep clicking through stuff.
Some of them were pretty fun to write. Have you tried using handheld games while picking a fight with Hashimoto?
The characters were pretty likeable and i deeply appreciate how CSDev went and made their genders customizable so they can appeal to all sides of the orientation spectrum of the players. While going through the days of the game i really wanted to find out what happened to Tanaka and get closer to the characters, they were all very interesting in design (Hashimoto is best boyfriend though, he's the cutest. Tanaka is a close second...maybe). I have yet to finish the game though, i really want to save Tanaka and see all the different content that i skipped through in order to optimize my points, it's a fun little system to play around.
I want to add some proper art assets for male love interests too, but it's hard to decide how they all should be adapted. Maybe male Yumeno can look pretty much the same, but what about Hashimoto? Should male Jackal have a beard? It's going to be a little while before I start devoting time to it, but I can't put it off forever.
  • The tooltip for Charisma doesn't seem to update after purchasing Magnetism, or completing the popularity goals from Tanaka's friend group.
Thanks for catching this - I hadn't realized that the popularity goal bonus wasn't being reflected either.
  • There's a lot of left over space in the action results menu. It'd be nice to view how those progress/experience/relationship numbers are calculated through a hover tooltip or through clicking to expand. Something like this maybe? View attachment 4417679 (Putting Stamina in parentheses allows for a Stance to be added to the calculation there). It'll also make it much easier to find when/if something isn't calculating correctly.
I was concerned about devoting space to this in the action summary because of how it could overflow depending on flavor text and potential future mechanics that will need to be accounted for. Instead, I tried to provide this feature in the Simulator section of the Stats screen. Have you tried that out?
Posting some general feedback and Ideas that I have below:

Feedback on Events:
As this is an idle game, you're going to be replaying sections fairly often. Whenever you repeat an event, you have to go through the entire event again. It would be nice if instead of that and so long as there aren't any new bits of text to be seen, there was instead a summary that only takes up one or a few pages.
My current plan is to have the screens flip by much faster for scenes you've seen before, particularly the ones earlier in the loop. This is also going to require me to have the game be smarter about when it loads the assets, though, since I've noticed that it's causing noticeable slowdown when the game needlessly loads (for example) the same background over and over again instead of reusing what it already loaded.
Feedback on Menu UI:
The Buttons above the Actions Buttons should be their own buttons, rather than one that cycles.
View attachment 4422401
Or something like this to save space:
View attachment 4422404
My concern here was that the text would be too small. Would people really be alright with much smaller text there? Or maybe I could try using emojis or small custom images instead.
Feedback on Action planning:
When selecting which timeslot you want to edit, Pressing the timeslot names should bring you to its setting. If you decide to do this you could then make the "Set Action" button always the resolve day button.
View attachment 4422321
For more advanced action planning, the Planner page should be turned into a tool dedicated to editing the entire week. Other bits of the UI, such as the relationship bars and the attribute bars should either be shrunk or removed. to make room for other settings. As a way to integrate the "default action choice" setting into the game more, in the planner page you could add a "follow your planner" button and only use the planner when its activated.
View attachment 4422368
The Planner Page could function similarly to an excel spreadsheet. You click to select a timeslot, click the action that you want to set, then click on the days that you want to use it on.
View attachment 4422386
As I mentioned above, allowing selection of actions for future days is something that might be tough to implement. But the rest I can definitely see working. I've put it on my to-do list.
The Game in general is also fairly laggy for a text based game. Switching between actions to perform takes like half a second, so it would nice to see that improved.
I've been trying to track down what exactly is causing this. The feature to test your save causes the game to run through your entire history across all loops, and that only takes a few seconds, so I don't think it's the calculation of the game mechanics themselves. I'm thinking that it must be the process of drawing the UI on the screen.
Some gameplay/similar suggestions. Btw for the UI I completely agree with Hunterier.

Skills(Specifically something I like is something being able to specialize into certain things within skills. Maybe at every 5th level you get a bonus like choosing to boost the base effect or expanding it. For example maybe focuss second option could be something like for things where the goal is already completed/it never had one it boosts skill gain by half as much as it would with goals.)

more start withs(Mainly academics and waterworks)

Stamina discount(like maybe for each purchase of the upgrade you get 0.05% stamina usage decrease)

Other resetting bonuses(too lazy to add like 2 more lol. Time multiplier, essentially gives you extra days before the major events and Skip Intro, skip the first like day and get to select what you want to select till you have everything lol.)

Traits(Something else I like in in games like this is traits. They could effect skill gain and even give you certain skills early.)
There are many, many extra bonuses planned, some of which are specifically geared around making the early part of the game go faster. Of course, more suggestions and ideas are always welcome.
 

Shasou

Member
Oct 5, 2017
148
125
I want to add some proper art assets for male love interests too, but it's hard to decide how they all should be adapted. Maybe male Yumeno can look pretty much the same, but what about Hashimoto? Should male Jackal have a beard? It's going to be a little while before I start devoting time to it, but I can't put it off forever.
Personally i'm very much into them how they are now, but that's just because i prefer feminine/androgynous male bodies instead of the usual male body we get in AAA or Otome-style games. That being said, i think it would be a good idea to have variety in games like these in order to make the characters be more likeable and attractive to the player, after all what good is a love interest in a game if they're not even able to draw the player in?

I don't know how much effort it would take, but might i suggest a body type selection for the love interests? Something that goes a little bit like this: If a player picks a gender for the NPC, let's say male in this case, they could also pick a body type for that selection, in this case it could be either Masculine or Feminine body type for the male body. Same applies for the Female gender, the body type could be Average or Voluptuous for those that want big breasts, thighs and butt.

It's always better if the player is able to customize their experience as much as possible, especially in this regard. Imagine for example, here's Tanaka right? He's an absolute cutie to me since i'm into feminine males. Now let's say in the upcoming update he'll be masculinized, it'll pretty much turn my interest on him off. That could happen to any other player, depending on which design changes will happen to specific characters. Sometimes, unfortunately, we might not have a choice in this matter depending of what can or can not be done, but i figure it's always good to voice suggestions or concerns while the project is still in its early stages, when it's easier to implement things.

Maybe separation of models and background could be helpful in dealing with the character customization regarding workload increase? As in, for example, when you stumble on Jackal while training, he is lying down while the player is on top, the player's arms visible. You could have the background and the character model separated instead. That done you could re-use image assets for each character in different scenes, including sex positions for a possible sex system involving interactions, like picking positions and possible interactions while in those specific positions. For example: Scene where missionary position happens in Yumemo's room done. Now let's say a dating system happens, and during that date it could lead to sex in player's home. Instead of having to stop and re-do the same image assets for all different body types for a missionary position that's happening now in a separate location, you could now use the same models from Yumemo's room scene and just focus on changing the background.
 
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Anondylar

New Member
Aug 28, 2018
6
6
I'm sure you wouldn't take long to find this on your own, but just to make sure it's out there: Even though the Metropolis doesn't really have any content of its own right now, it does have its own date for the loop reset. In general, as you progress through each chapter, the loops will get longer and longer.
Yeah, I feel kinda silly about it once I saw the achievement for it and realised I just hadn't waited long enough. Chalk it up to a bit of leftover confusion from R1b where the game got laggier the more days I stayed in the Metropolis trying to find Tanaka.


I'll add to the voices saying that the lag when making choices is one of the biggest pain points of the game so far, and that you should be able to freely select the timeslot for which we're making choices (instead of needing to scroll back and forth). The player is going to spend like 99.9% of their time interacting with this menu, so getting the design for the UI right is quite probably the most important part of the game.
 

Kitaaa

New Member
Jul 1, 2021
1
3
OK after playing this game for quite a bit the past few days I'm ready to drop a lil review (on loop 13)

its one of those games you really forget about the porn aspect and stay for the gameplay it really had me hooked. The UI can use some major overhauling with the constant cycling between menus. There also seems to be some major lag spikes when making choices which can really slow down the game. I really like the tool tips at the start of the day but idk about having it take an entire button click to continue on with the day, maybe keep them off to the side to look at whenever needed?

As it stands the game suffers from repetition where the beginning of the loop is always the same no matter what grinding the same resources needed in order to advance and by the time you're ready to go the loop is practically over which means you can only really focus on one goal per loop. The game really needs a way to skip scenes that have already been seen in other loops, not just in the current loop in order to speed up progression. one way to mitigate this could be an option to start sooner in the loop?(i.e.. start day 30 with attribute level x relationship level y... etc.)
idk if its a skill issue or whatever but I cant seem to get very far with the actual story without there only being like 10 days left in the loop :(. some goals need an insane amount of goal xp to progress that doesn't seem feasible within the allotted 100 days(60-70 if you discount the attribute/relationship grinding)

What you gain after a loop also really isn't worth the time spent going through the loop and as you go through more loops the returns become less and less. the prestige system needs some serious work to make progress feel a little more rewarding particularly in the early stages. another fun little thing to add would be adding some flavor text depending on loop/prestige ability levels. like having the mc wonder how he is able to do something so well or have the mc oddly remember how things play out? or maybe at some high level able to keep previous loop attributes and remember everything, and could maybe tie into figuring out why the loop is happening in the first place. another prestige upgrade suggestion I have would be maybe starting the loop with certain equipment (i.e. larceny kit) to significantly improve progression.

Overall has HUGE potential and am loving the game so far and would play it even if there wasn't any sexual content. looking forward to future updates and what this game becomes! is there a discord server for this game?
 

CrowClaw667

New Member
Dec 21, 2022
4
4
another fun little thing to add would be adding some flavor text depending on loop/prestige ability levels. like having the mc wonder how he is able to do something so well or have the mc oddly remember how things play out? or maybe at some high level able to keep previous loop attributes and remember
This is a thing actually. after the first loop if you hang with Hashimoto again she asks who taught you art and you cant remember but this is the first time you do it. Hashimoto ends up saying "Must have had one hell of a teacher"

And other little stuff. its Highlighted. Like if you have I think Instinct Jackal starts you off with "How does someone with so much Potential manage to evade developing it at all till now?"

Its one of the really neat things I like about the game. the little changes.
 
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Svoben

Newbie
Sep 19, 2017
65
160
Really digging this one! I was a little skeptical about the concept but I love a good incremental game so I wanted to give it a shot and I think the fundamentals here are really solid; you've got an interesting story, interesting characters (even if they have a bit of a tendency to sound like a character in a Platonic dialogue rather than a real person; still vastly preferable to the blank non-personalities of characters in a lot of games around these parts!), and obviously a good mind for crunching and balancing the numbers, so even if there's definitely some UI polishing to be done, and some work needed to make the actual looping a little more automatable as opposed to its current micromanage-y state, I think this has a very promising future and will be watching it with great interest.

There are many, many extra bonuses planned, some of which are specifically geared around making the early part of the game go faster. Of course, more suggestions and ideas are always welcome.
Echoing the folks who've said some starting Focus or Stamina would be very welcome; TBH I'm surprised that various relationship milestones with the characters don't offer feats that unlock the possibility of starting with a point or two of the stat that's associated with that character. Like +1 starting Focus the first time you and Yumeno release (some arbitrary number) of video games together, and another +1 starting Focus when you complete her (current) romance route. Or at least that second one. Not only would it help out the early game in later runs, but the feat description would give you a place to get hints about how to do the romance routes into the game so that a separate spoilery .txt file isn't necessary. I could see starting out with a point in Finances from hitting romance milestones with DuMont maybe being an issue, because running Generous stance from Day 2 onwards could get really crazy really fast, but you could instead have the feat be called Trust Fund and have it just give a small but steady passive trickle of Finances every day instead. Jackal starting you out with a point or two of Wetwork early on doesn't seem like it would break anything since you literally can't even use it that first month; and Tanaka and Heilig seem like their relationship milestones will come so much later in the game that even though their stats have serious snowballing potential, it'll probably feel like a justifiably earned reward by that point. (I'm strongly of the opinion that an incremental/loop game should allow for insane power ramping by late-game, which should then make the early part of the loop utterly ridiculous, that's part of the fun!)

Speaking of Academics and Charisma, while I can definitely understand the potential they have to snowball, especially as the game gets more chapters and a longer timeline, you went verrrry conservative with them in the current build, to the point that neither one feels really worthwhile to invest in (which also makes their associated feat unlocks feel basically irrelevant; the feat you unlock for finally actually getting to Tanaka felt seriously underwhelming as a payoff for all that effort). One thought I had to make Academics easier/more worthwhile to advance would be to tie it to - hear me out! - actually going to class. :LOL: Like, at the end of every day where you A.) had university classes and B.) didn't skip any of them (or sleep through them), you'd get a small bit of academic xp. That way you could, if you wanted to, at least make a little progress with it before you meet the scientist chick, just like how there are a few mostly minor ways to pick up a trickle of Charisma XP even when Tanaka's not around. Plus it might make it actually feel like a tradeoff to decide to skip school, instead of school mostly feeling like it's just placeholder timeslot actions until you unlock something more worthwhile.

Anyways, I will be eagerly looking forward to the next release.
 

Scepticism

Newbie
May 5, 2020
17
11
I'm currently on loop 49 with 27 points into drive. Learning the language takes literally 2-3 days if I spend the entire day training. Focus stacking is one hell of a drug :unsure:
 
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