The poker game (like real poker) is pretty random. Although, since there is no money, betting, or folding in this variant, it takes any real strategy out of it and it ends up just being a coin flip. Her AI is very basic, yet effective. She always tries for the most amount of pairs she can get and because that's also a good strategy for you, she can go on frustratingly long winning streaks.This game is yet another example of how I absolutely suck at poker
Other than that, genuinely great so far; I've been looking for something like Summertime Saga and this scratched that itch
Only critique would be that the forced pacing of dialogue and slow movement speed drives me bonkers
But keep up the great work!
The best "Pro Tip" I can give, if you just want to beat her is the moment you start to lose clothes, just exit the strip poker game and restart it to reset both you and her to neutral. You'll waste a lot of time trying to fight back from being down.
I've been looking for a way to provide an option to turn off the forced delays between lines, but it requires digging into the Adventure Creator code (which I didn't write) to find the thing that controls this. It's on the wish list. Also on the wish list is a way to let the player know about the double click to run and double click on Exit to teleport time-savers.
I agree. A lot of the UI was done out of convenience and what I knew how to do or had time to do. Currently, there is no way to see your Achievements and the Skills/Perks UI could show you some information/details about what they do.I don't know if this is possible but the GUI could use some work, it's kinda hard to distinguish what is does and what isn't because of the employment of a list rather than a checklist or icons that show things that may be missing. Knowing how many achievements and skills have been acquired/need to be acquired could greatly assist the playing experience.
Also the ability to label saves could be nice too.
The Milestone list probably won't change much and is really just an auditing tool that's more useful for ME when players send me their bonked save games to figure out what things they did and what order. Generally, the Contacts page is going to be more useful to the player because it evaluates the milestones and presents them to the player in the form of hints.
The tutorial could go over what the icons on the HUD do.
I try to allocate a "share" of development time spent on gameplay improvements so they don't take away too much from other things that players care more about, so these things probably won't be addressed for a while.