Excerpt from documentation:
"Menu choices can be as long as you like, and you can have as many of them as you like, provided that they can all fit on the screen"
Regarding this, with the default menu, you can fit 10 choices at once in a 1080 height. If you change the style to have smaller buttons and less space between each, you can fit 20. And if you tweak both the style and the screen itself, to use two columns, you can go up to 40.
But this is just the technical limits. There's also a logical limits, and it's the one that effectively matter.
Having to choose among 10 possibilities offered at once is something relatively heavy for the player. And in top of that many of those possibilities would be looks alike. Unless you present them as "positive and nice answer", "positive and angry answer", and so on, it will be difficult for the player to differentiate the different possibilities and find the one he want to pick.
It's way better to split the process in a succession of smaller choices. At first the player decide what will be his action/answer, then how he'll do it, and so on, step by step. Something like :
Code:
menu:
"Do you want to eat with me tomorrow ?"
"Yes":
"Yes, why not"
menu:
"But only if you pay":
"You do this because you know you messed and want to apologize, right ?"
[...]
"I would be glad to":
"I hope you don't do this as a form of apologize for what you did yesterday ? It was nothing, you know."
[...]
"No":
"It will not be possible"
menu:
"But the day after I'm free":
"I already have something planed today, but if you want we can postpone it by one day."
[...]
"Who you think you are ?":
"After what you did yesterday you think that I can still want to eat with you ? Really ?"
[...]
Something like this will always be better than a bunch of answers presented all together. It will also be a little more challenging for the player.
If they have to choose between :
- Unconditional yes
- Yes, but...
- Not this time
- No and never again
Most players will choose the "yes, but...", because it feel like the right answer ; it keep the relationship opened, but the MC is in control. And the second chosen option would probably be "not this time", because it assert MC's control, while not ending the relationship.
But if the choice are :
- Yes
- Unconditionally
- Under condition
- No
Come the need to think. The player don't know that behind the "yes" he will still have the possibility to put the MC in control. Like he don't know that behind the "no" he'll still have the possibility to keep the relationship with this character.
Therefore, the player have to make a more tough decision. Did he want to continue the relation, even if it mean that he'll perhaps no have the possibility to express his anger after what happened yesterday, or did he want to express his anger, with the risk that it will end the relationship ?