- Mar 28, 2021
- 217
- 747
The story quests are highlighted and will only start in a couple of rooms currently, mainly the bedroom. Most of them will end where you pick up the next one, or there will be a clue at the end like "meet me in the living room this evening,". And even if you forget to go there that evening it won't go away, it will pick up right where it left off. I try to avoid saying "this is the end of the current version" because there may be side events with the girls that are repeatable that you may not have seen yet, but I will consider something for each event ending since some stories branch out from the main. The "sandbox" format is slowly being removed from the story itself, but I continue to use the navigation and such to allow branching storylines to be told how I want them to be told. Most of this I started to do in a v0.1.4. The one here is v0.1.3 so you can't see most of it yet.Hints on the story are not a good solution, since you can forget the hint from the time you make the save untill the time you load it.
If you are still set in having the sandbox style, which most people dont like and loses every single poll about it, then add an always visible HINT button that tells you exactly what you need to do to progress and when you reach the end of the current story, it says so.
Personally, sandbox is a huge turnoff because it distracts me from the story, it completely removes inmerssion and it just an annoying way to artificially extend gameplay time by making me click around to see if i am missing something
I am pretty sure everyone loved the first part, where it was about story and no sandbox, but look at all the feedback you are getting now, its just players that dont even know what to do or if they have done what they should. Think about it
As of Chapter 2, you are not forced to work to earn money(you get a huge chunk of money from one of the early quests that will allow you to get all the optional content from Chapter 1 that is still available in Chapter 2). And in v0.1.4 you will get a bigger passive income that comes via a story moment and will be used in future optional content. From here on out you just have to follow the story, you don't have to grind working for money, just jump from one story point to the next.
I have told the players what they need to look for. Blue menu options for the story, there are no more day based triggers. If you see none in the current version, then you have seen everything, they are typically in the main bedroom but not always, that is what the navigation is for. I will try to make it clearer when you have reached the end of a branch of the story for that version. Most stories will start in the main bedroom. I am not sure how much more simpler I could make it. One of the reasons I have avoided saying "this is the end of this part of the story" is because once I am done with an event I move on to the next and will forget to remove the warning from the code in the next version until someone points it out to me. I do not like using event trackers. I find them tedious to create and update each version so I have actively chosen not to do them. I just want to tell the story the way I want to tell it. If that is still not your thing, that is perfectly OK. There are many good games out there that I don't play for one reason or another so I understand.
And on a related note, I also plan on eventually(hopefully sometime this year if I have the time) revamping the opening chapter's sandbox section to make it less sandbox and more on rails like the way chapter 2 is going to be. Not to mention those people who have palyed the first chapter and do not want to suffer through the awful sandbox/day trigger section will be able to skip it entirely in a clean play through via chapter select at the beginning(v0.1.4, the next version).
So in short, I will try to do a better job at letting you know when a particular story line has reached the end for that version, that way you are not wasting time wandering around for no good reason.