Literally, nothing you just said is correct. Well, except your feelings, I suppose. Nothing I can do about those. Until the endgame, there are only two tasks you can truly fail at (Evelyn leaving and Primrose getting jailed), and both are not only basically hammering you over the head with their importance but also giving you ample opportunity to avoid the negative outcome (in Evelyn's case, repeated warnings. In Primrose's case, a generous time limit and characters telling you exactly what to do at every stage of the quest).I am with you. If you just take a purely statistical analysis of the game you first have to fail,then fail,then if you have done 1000+tasks correctly,in the correct order you can win. Short of an epic walkthrough(of the correct version,of the correct version...and no it is not a mistake to say that twice)then you can "win".
After my third playthrough I am with you. Screw this game.
Apart from those two cases, you can't fail at anything until you start the endgame. You can chip away at your tasks in whatever order you wish, except in those cases where different tasks are prerequisites for each other, such as training an ability to achieve something else. Since not even the overall time limit is in effect right now, there is no threat of failure whatsoever. If you start the endgame without being ready for it, that's on you.
Having said that, I do understand where this impression of yours is coming from (except the anger. Which is inexcusable). What you're running into here is a significant problem with game design that is the direct reason why so few AAA games offer any genuine choice these days. What do I mean by that?
Well, let's ignore the cost and time involved in making multiple paths through a game and look at the experience from the player's point of view. If player choice is deeply integrated into the game and doesn't signpost itself in an obvious way, most players won't even realize that they have made choices and what the consequences of those choices were. Not unless they play the game again and deliberately do things differently. When things don't play out the way they wanted, they think that's because the game was designed to do the unwanted thing. They might never even become aware that there was a different way they could have done things to avoid whatever they stumbled into.
Through your playthrough(s) of LLtP, you've seen only a small subset of what is in the game and haven't been able to see behind the scenes to understand what is actually going on. Despite my efforts to make actions and consequences feel natural, they won't sink in with everyone for all kinds of reasons. But through your small lens and limited perspective, you have still drawn far-reaching conclusions. And those conclusions happen to be wrong.
Whose fault is that? *shrug* Beats me. I knew that I would get reactions like yours before I even started making this game because I was well aware of the game design conundrum I described in the above paragraphs. This is not a new problem in game design. It's just one that most big development studios have given up trying to solve, precisely because of reactions like yours.
But "screw this game" is probably going too far. If anything, go with "screw my experience with this game." That's far more descriptive for what you're dealing with. And it's not a problem that can be solved without railroading you through a game that straight up tells you "hey, you're about to make a choice between A and B, and that choice will change things in this and that way." That's not a type of game design I enjoy as a developer, so I'd rather have to deal with occasional reactions like yours than sacrifice my artistic vision, for what it's worth.
With the exception of Primrose's 7-day quest, all events in this game repeat infinitely until they succeed. Nothing (except Primrose) can be missed if a window slips you by. It will return. The game will tell you if a window is narrow enough that you need to know (such as which days Primrose's father drinks). If it doesn't tell you, that means the window is so frequently open that it doesn't matter. If you can't do it now, do it at your next opportunity. You won't miss your chance. It's literally impossible to do so.I can't even follow the walk through, I suspect because of new game+, maybe... Many events don't correspond/don't happen at the same time, and I guess the WT is on the older side too now
The game is good, but the amount of interactions that needs to be done at borderline specific times, is simply impossible to remember or guess![]()
The reason you think otherwise is that you tried to use the walkthrough. That thing has caused so much confusion around here that it makes me want to rip my hair out.