Ah,
Mukashi renamed the launchers without also renaming the Linux executable located inside the corresponding lib subdirectory (most probably
lib/linux-x86_64/FoodTruckStory
in your case). Gotcha.
You still need to properly quote though.
I didn't know so many people use linux
but yeah I learned my lesson to not mess with renaming things LOL
Mukashi, your choice to ensure that early decisions don't 'lock out' the MC from particular routes strikes me as wise. Excessive plot branching can kill otherwise good games: either because it makes multiple playthroughs difficult, or because it exhausts the Dev by creating a huge amount of work. It's very important to give players a sense of 'agency' -- i.e. that their choices matter and can change the story/character development -- but that can be accomplished without branches (or by saving radical branching for the very end in a multiple-ending game).
Personally -- and these are just personal preferences, mind you -- I like games with very distinctive female NPCs that don't fall into cookie-cutter types. I particularly enjoy strong women who won't necessarily go along with what the MC wants, if it doesn't fit their personality... thus far, your game fits that bill. Personalities like this allow you to create a sense of risk, through cheating scenarios or other choices, which I also enjoy.
Please resist the temptation to create a 'giant harem' featuring most of the girls. I understand you're doing a harem path... and that's OK (although it's not my cup of tea). But if you do a smaller harem, please involve girls who have compatible personalities that might plausibly fit together. 'Giant harem' games tend to undercut the female NPC's personalities by making them do things that their characters would not be open to. Does that make sense?
Dang, you're spot on with everything. One of the most difficult parts is making the branching paths early on meet up back to the same spot. I too have seen it where a dev chose to put a game-altering decision within the first 15 minutes, and then hey look at that! You're making two games now
Reining in the amount of choice is something I have struggled with as, but I think I'm finding a good balance as I go.
Personalities are something I definitely care about, especially with a (somewhat) small cast of main girls. It just makes it that much more fun to find out different quirks/what makes them tick! To your next point, it makes total sense. I've thought A LOT about the possible pairings/friendships between the girls, and how their personalities interact. Small instances like how Ana + Charlie call eachother names at the party, or how Emily + Claire tease Mei during yoga, these are some of my favorite things to write. They show that these people have friendships/interactions outside of MC, and I can't wait to show more of them
As for how that plays into more intimate pairings, I still have a lot to work out. I know that there will be a lot of options, but I'll make sure I don't work myself into a corner. Thanks for all of your great points!
I played this game and I liked it.
F...k
Am I a pervert ?
No, I'm an hedonist. Thx Democritus, you saved my self-worth.