A very strange game in terms of storytelling, there is always a chance to break the order of events and get confused. I started this game again 2 times and constantly came to confusion and a dead end, then I spat on everything and decided to play by "Walkthrough". And it turned out that I didn’t play correctly at all, a lot of non-obvious actions and manipulations have to be carried out about which the game does not warn in any way, such as repairing the toilet at the beginning of the game. Then I noticed that knocking on the bathroom when Melinda washes there is not worth it at all, events are triggered that should generally be in the second half of the game.
The question is, why add action options ahead of time at all or make them active?
And I still don’t understand this joke with the towel, why repeat this action every day (hide the towel and break into Melinda) Did the author really make triggers after every 20 repetitions of the same action? Or is it a personal fetish of the author of "Walkthrough"?
Well, the characters themselves are really strange, sometimes completely impenetrable, sometimes at certain moments, by the will of the plot, they become completely accessible.
The MC himself is a rather vile character, if someone complained about Max from BB, then they should look at this bastard) Absolutely capricious, selfish manipulator with an absent sense of reality. Cynthia at the moment feels like the only adequate character in this theater of the absurd, although I haven’t gone far enough along the plot yet and the author probably has nothing good in store for her)