- Mar 10, 2018
- 25
- 11
You need to get high enough intelligence to be able to convince her by buying her food (must also have enough money). Then once you have done the event and unlocked Carol, you need to wait until Natasha comes to your room asking for more money.I cant seem to get past Natasha at the door, Hint says to go to class till int is higher than 12 but nothing has changed
Using the 'Heavy' cheat code ( 990heavydebug for version 0.35) includes a full source list for all the materials used which can thus be used to identify all the girls. The actress he used to Katrina is 'DickforLily'Lovely game, way better than 90% of HTML games.
What about adding model names to the OP? And a friend is asking for Katrina's IRL name
Thanks, this will be fixed on the future versions!Seems to be a bug when you go to Jane's apartment the first time if:
* You're paying her.
* You don't have the full amount (so she takes what you have).
* You intervene when Olivia catches you.
You don't get an exit link in the passage. It seems to work fine if you do have the money though.
I'm not sure if I understood what you mean, but i want to leave controls, there are often a few videos queued one after the other in some scenes, and i definitely don't want them to start playing all at once and looping, that would create a bit of a mess and videos would not start from the start but from random points as you scroll down the pageSmall QOL change you can add for yourself.
Go to the VIDEO WIDGET section of the code.
Change the ones with the "muted" switch to "muted autoplay loop", I removed the controls switch as well but you could leave it in if you like.
Now when you turn on the muted checkbox in game all the videos will just play on a loop and not pop up controls as you scroll over them.
Just a couple fun pieces of information:And if you enjoy the game support the creator. I am mainly leaking the codes because I find it funny how they try to hide them in the code.
An easy solution to this problem is to distribute cheats in a different way. Instead of providing a code with each release, provide a different html file with cheats enabled to supporters.Just a couple fun pieces of information:
Leaking codes just a few hours after the update made me get about 30% of the usual new supporters that i usually got after any new update.
Codes weren't hidden in the code at all in the first few versions, but they got leaked every single time anyway, even if that usually happened after 2-3 days.
I don't think they are particularly hard to crack, my goal was just to make that slightly harder compared to changing the cheat-related variable from the console (I even left instructions on how to do that inside the code ).
I do believe that the codes for my game are mostly useless(as I also wrote in the cheat screen). I might even start giving them for free to whoever can't afford to support me and sends me a DM on discord from now on.
Posting them online for everyone to copypaste everywhere is still somehow hugely damaging in general, you might think it's absurd or a coincidence, but every time they got leaked, new subs drastically decreased to almost zero until the next patch.
I guess this is the kind of thing that inspires people making actual paywalled content distributed via private links instead of semi-useless cheats.
You do you anyway, just wanted to share the experience.
Yeah, but this would actually be boring to do and time consuming, I'm a bit burnout already and I try to keep whatever isn't funny to do focused on what needs to be done, which is more content, more checks, more everything except further refinement of stats mechanicsAn easy solution to this problem is to distribute cheats in a different way. Instead of providing a code with each release, provide a different html file with cheats enabled to supporters.
You could even go further with this and have an if statement that checks the cheat variable for a long number that no one will guess. If the number doesn't match then the cheat won't work.
I mean, you do lose the guess the code minigame I suppose.Yeah, but this would actually be boring to do and time consuming, I'm a bit burnout already and I try to keep whatever isn't funny to do focused on what needs to be done, which is more content, more checks, more everything except further refinement of stats mechanics
Yeah the minigame is fun, sounds more like game design than actual work, game design is the kind of work that doesn't burn me out.I mean, you do lose the guess the code minigame I suppose.
But in all seriousness, it would be easy to add. Most of the work is done already. The only difference would be that html 1 would have the cheat variable set to 0 and the other would be set to 6321174
Again though, minigames are fun. Now I'm conflicted...
No need for savefile, was as easy to fix mistype. Fixed for next version.Getting an error on the stat screen at restart.
You have reached a new highest confidence of 95.41000000000001
Error: <<set>>: bad evaluation: $6 is not defined<<set $confidence +=$6>>
Confidence total permanent bonuses = 6 - ??? Your new total confidence is 59.65
Can attach a save if you need one to trace.
Also noticed some of the permanently bonuses are spelled permantently in the achievements.
My reading of the game so far is that it's a Matrix-type simulation of the past, not actual time travel. I guess it's always open for there to be a big reveal in future updates.Is the protag legit time travelling or is his mind just creating "what ifs" based on his memories? It'd be gloomy af if it's the latter.
Hey,Just a couple fun pieces of information:
Leaking codes just a few hours after the update made me get about 30% of the usual new supporters that i usually got after any new update.
Codes weren't hidden in the code at all in the first few versions, but they got leaked every single time anyway, even if that usually happened after 2-3 days.
I don't think they are particularly hard to crack, my goal was just to make that slightly harder compared to changing the cheat-related variable from the console (I even left instructions on how to do that inside the code ).
I do believe that the codes for my game are mostly useless(as I also wrote in the cheat screen). I might even start giving them for free to whoever can't afford to support me and sends me a DM on discord from now on.
Posting them online for everyone to copypaste everywhere is still somehow hugely damaging in general, you might think it's absurd or a coincidence, but every time they got leaked, new subs drastically decreased to almost zero until the next patch.
I guess this is the kind of thing that inspires people making actual paywalled content distributed via private links instead of semi-useless cheats.
You do you anyway, just wanted to share the experience.