Hi! Here is a bit more feedback, continuing from my previous list...
8. After completing the game (all achievements) and restarting a new simulation, I get the message: "You have unlocked a total of 114 over 113 achievements"
Where does this off-by-one error come from? Does the "ANCIENT and super secret HIDDEN achievement" count towards the total or not?
9. The usage of gray buttons (medium gray background + light gray text) for some actions or locations is a bit unfortunate because this combination of colors is usually reserved for inactive buttons. It would be better to pick different colors. If you would like to keep the gray background, then at least make the text green or some other contrasting color that is not desaturated.
10. But do we need buttons at all? Some actions are shown as buttons (e.g., "Work out" or "Swim" in the Pool & Gym, "Open your laptop" and others in My Room, ...) while others are shown as text (e.g., "Grab breakfast..." or "Pick something to eat for dinner" in the Cafeteria, attend courses in the Lecture Halls, ...). Sometimes this happens in the same location, such as "You hear someone knocking at your door" or "Go to the infirmary to change your medication" appearing above and below the buttons in My Room:
This mix of buttons and plain text does not help the player, especially when there is nothing fundamentally different between the buttons and the text links. On the contrary, this is confusing when a button such as "Mall" has a hidden cost (travel time) while others buttons (going to the rooms of the girls) do not cost anything.
Suggestion:
- Use plain text links for all actions: "Work out", "Swim", "Open your laptop", "Relax 1 hour", etc. especially if these actions cost some time or energy. Optionally, also show the cost in the links, such as: "Swim (2 hours, -12 energy)".
- Use buttons only for moving between different locations, and only if clicking a button does not cost anything: no travel time, no energy spent. So the only remaining buttons would be in the Hallways.
- Replace the "Mall" button with a plain text link "Travel to the mall" to give a hint that some travel time can be expected. Optionally, show the expected time: "Travel to the mall (12 mins)"
11. If you use buttons only for moving between locations (previous suggestion), consider using square images for these buttons, just like the existing buttons for the Cafeteria, Hallways, My Room, etc. This would be mainly for the locations accessible from the Hallways, such as the Library and the rooms for Natasha, Susan, Melanie, Carol. They could appear as a second row of square buttons in that page. You could use generic "room" or "room door" images with the girls' names in green, or you could use some images of the girls' faces and have at least two versions of each button: one when the girl is available and a grayed out version when the button is inactive because the girl is sleeping or because you have already visited her.
12. When the player is presented with multiple choices, selecting one of them should make the other ones disappear or make them somehow unavailable (e.g. grayed out and not clickable). This is not a problem when the game jumps to a new page as soon as the player clicks on one of the options, but this is annoying when the story continues on the same page and the obsolete options remain in the page and are still clickable. This works well in the first few passages ("day1", "day1-2", etc.) where it looks like you took care of removing the unselected options, but several other passages keep the unselected options in the page. For example:
- In the passage "roseeat", for the second visit there are two options available: "Well, what would you suggest (...)" and "I think you should mind your own business". Selecting one of the options does not remove the other one, so the obsolete link remains available.
- In the same passage "roseeat", for the third visit there are two options available: "Ask for her advice and pick something healthy" and "Just pick the trashiest, unhealtiest thing available and smirk at her". Again, selecting one of the options does not remove the other one. And by the way, there is a typo: it should be "unhealthiest".
- In the passage "natasharoom", for the second visit the options are: "Walk back to your room" and "(12int - 10$) Come up with a way to bribe Natasha to leave". Selecting the second option and bribing Natasha leaves "Walk back to your room" available at the top of the page while a second "Walk back to your room" appears below the text.
- In the passage "natashawantsmore", the two options are: "Hey, nice to see you, what's up, Natasha?" and "What the fuck can you possibly want from me?". Selecting one of the options does not remove the other one. This is even more confusing when selecting the first option because then two more choices are presented and after making one more choice there can be two leftover options at the bottom of the page.
- In the passage "melanieroom", for the second visit the options are: "Tell her that you need to talk" and "Just outright blackmail her". Selecting one of the options does not remove the other one.
- In the passage "katrinainf", three options are available: "Bring up the noises you heard before", "(confidence)Accuse her of watching porn" and "Just strike up a friendly conversation". Selecting one of the options does not remove the other ones. Selecting one of the other options displays the text "You already selected another option", but what is the point of keeping the option available if it cannot be selected anyway?
- In the passage "laylaroom", after resisting a first time there are two options: "Resist" and "Come in her mouth" but selecting the second option does not remove the "Resist" link that stays in the middle of the page.
- ... there are probably more that I forgot to note.
13. When the player meets Ms Pearl for the first time in the swimming pool, there are two links "Go back to your room" at the end of the page. Same when kissing Jane for the first time in the library (passage "janelibrary"), there are two links "go back to your room". By the way, the capitalization of "Go" is inconsistent.
14. In "My Room", it would be nice to have a link "Relax 20 mins" that restores a bit of energy (maybe less than a third of "Relax 1 hour"). When waiting for 20 or 30 mins for the lessons to start or for someone to appear in the Pool & Gym, using this new action would feel less of a waste than having to click 5 or 6 times on "Wait 5 mins" without any gain, or having to use up a full hour to "Relax 1 hour". This may not matter much after the third or fourth simulation round when the player knows the game and already has some significant bonuses, but it would be helpful for the first few rounds when the player is trying to optimize every minute.
15. It would be nice to merge the "Laptop" and "Room". Why is it necessary to open the laptop to access a separate list of actions that could also be shown directly in the room? It would be much more convenient if the the actions that allow the player to recover some energy or stress such as "Relax 1 hour", "Wait 5 mins", "Play videogames (...)", "Masturbate (...)" would all be together in one easily accessible list. And it would be even better if the time and the expected gains would be shown in the link. For example: "Relax 1 hour (+2 energy, -1 stress)", "Relax 20 min (+1 energy)", "Play videogames for 1 hour (-5 stress)", etc. Having all of them in a single page would help the player to decide what they want to recover (energy, stress, lust) and how much time they can afford to spend on that.
I hope that you can fix or improve some of these issues for the next release. Good luck!