lemme focus on some issues or so
-saves. is it being saved as twine-game.save ; i have a folder with html games saves so would be ez to forget what game was it if returning much later.
-cheats including auto-completion ...with cheats on when i clicked on tracker tips i didnot expect to skip through steps. so id suggest to separate it (extra button) from just looking tips ...and from stats-skills cheats
-locations and areas navigation - kinda messy or uneven
---text is uncomfy. (without extra visuals u need to actually read)
---some navigation is uneven. at most locations u can go back when clicking on scheme , and sometimes u need to use separate top button 'leave gym' (maybe the only example)
---visuals are rather unconventional for me. can it be something less schematic? that is some 2d-ish picture resembling the insides of a house/school/etc ? as it would be generally good to not stare at black scheme & it would serve as a tip: i see a basketball floor - i get an idea what is that.
^alternatively id opt for a typical approach: named areas name with picture ( in a row on the bottom or wherever there is a free space) and with clear 'back to previous area' button
-time skipping at school was weird. at 12.00 in the school i clicked 1hour and get only 55 min, but i needed 1h...and no idea how to get extra 5min and reach the next time slot. (i got it somehow, no idea, first dozen of clikcs gave nothing; oh 'leave gym' helped)
-i think quest tracker button should be separate (-1 click as u avoid clicking 'phone') and with all active quest tips being shown (-1click as u dont click on each quest's name to see inside tips). in other words, with a single click u go to tracker-tips and u see a column with npc name&pic and main tips (those currently red ones) [quest name, to see what active quest it is related to]
that will save lots of clicks for sure as quest tips is smth u click regularly.
(*)imo good UI - is optimized one. less clicks, less pauses due to some inconsistencies or counter-intuitive approaches
-step(mom)? how to change. (though it may not fit the narrative and hence ruin some immersion - some ppl would still opt for that)
-with chores like that ' Do at least 8 massages with her.'(on weekends) - u can safely add 1day/1week skip option. ofc id advise against such grind (repetitive actions) but if u choose to have such - to have at least visual variations for each visitation
...
i checked enough of scenes (consistent, diverse, with several options - that is welcomed ofc). and i feel like the game is closer to a RPSim (my way of naming sandboxes where you kinda bombarded with lewd scenes) and im not sure if it because there is only one npc to interact with and im close to endgame or if there is indeed not enough build up
if the latter - id vote for longer* quest chains and, thus, more build up, which in turn means, more rewarding visuals.
and by longer i dont imply stat grind or same action repetitions (i ofc understand why devs opt for that, but i always cheat those parts if possible). id want some comparatively lengthy scenario for each sub-quest... some small plot, some trackings, some RNG, maybe items obtaining/environment interacting, ...so something with 10 diversed chain-tasks leading to a well deserved reward upon completion.
...
eh some bug. non clickable. weekend daytime living room event. when ' change ur mind'
[Leave her like this.|Home - Living room]15 += 10]
-saves. is it being saved as twine-game.save ; i have a folder with html games saves so would be ez to forget what game was it if returning much later.
-cheats including auto-completion ...with cheats on when i clicked on tracker tips i didnot expect to skip through steps. so id suggest to separate it (extra button) from just looking tips ...and from stats-skills cheats
-locations and areas navigation - kinda messy or uneven
---text is uncomfy. (without extra visuals u need to actually read)
---some navigation is uneven. at most locations u can go back when clicking on scheme , and sometimes u need to use separate top button 'leave gym' (maybe the only example)
---visuals are rather unconventional for me. can it be something less schematic? that is some 2d-ish picture resembling the insides of a house/school/etc ? as it would be generally good to not stare at black scheme & it would serve as a tip: i see a basketball floor - i get an idea what is that.
^alternatively id opt for a typical approach: named areas name with picture ( in a row on the bottom or wherever there is a free space) and with clear 'back to previous area' button
-time skipping at school was weird. at 12.00 in the school i clicked 1hour and get only 55 min, but i needed 1h...and no idea how to get extra 5min and reach the next time slot. (i got it somehow, no idea, first dozen of clikcs gave nothing; oh 'leave gym' helped)
-i think quest tracker button should be separate (-1 click as u avoid clicking 'phone') and with all active quest tips being shown (-1click as u dont click on each quest's name to see inside tips). in other words, with a single click u go to tracker-tips and u see a column with npc name&pic and main tips (those currently red ones) [quest name, to see what active quest it is related to]
that will save lots of clicks for sure as quest tips is smth u click regularly.
(*)imo good UI - is optimized one. less clicks, less pauses due to some inconsistencies or counter-intuitive approaches
-step(mom)? how to change. (though it may not fit the narrative and hence ruin some immersion - some ppl would still opt for that)
-with chores like that ' Do at least 8 massages with her.'(on weekends) - u can safely add 1day/1week skip option. ofc id advise against such grind (repetitive actions) but if u choose to have such - to have at least visual variations for each visitation
...
i checked enough of scenes (consistent, diverse, with several options - that is welcomed ofc). and i feel like the game is closer to a RPSim (my way of naming sandboxes where you kinda bombarded with lewd scenes) and im not sure if it because there is only one npc to interact with and im close to endgame or if there is indeed not enough build up
if the latter - id vote for longer* quest chains and, thus, more build up, which in turn means, more rewarding visuals.
and by longer i dont imply stat grind or same action repetitions (i ofc understand why devs opt for that, but i always cheat those parts if possible). id want some comparatively lengthy scenario for each sub-quest... some small plot, some trackings, some RNG, maybe items obtaining/environment interacting, ...so something with 10 diversed chain-tasks leading to a well deserved reward upon completion.
...
eh some bug. non clickable. weekend daytime living room event. when ' change ur mind'
[Leave her like this.|Home - Living room]15 += 10]
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