it has to be the neon light transitions that are making this game heavy. why are there so many neon light transitions
Nah, those animations only make up for a small bit of the total size, they're about 57MB worth of data.
And apart from the start and end of each day animations, there's only one that is re-used over and over, but is still just the one file.
The big hit is caused by all images being in PNG format instead of lossless webp.
There's an official compressed version in the OP and two alternate ones linked to just a few posts above mine...
Also just found a few posts about removed animations, they may have been removed from the code but I found the animations still present in the rpa file.
Only after going through the code (see below) and trying to put them back in did I find a
restoration mod that puts m all back and also fixes some other things I missed myself.
Spent about a week going through the code since it also felt messed up, and going by the coding style, it looks like different persons coded different parts.
Some parts use a fairly consistent naming scheme for both labels and files, other parts use a completely different naming format and the most amateuristic label naming
(e.g. I actually found a "
label next
" )
I also came across constructions that, if changes where made to that particular file, the chance of saves made at that point no longer working would be a possibility.
e.g. calls to screens without a "called from" clause, and the called screen making jumps to labels without a return to make the code continue at the next statement after the call.
And don't get me started about the used English, I hope the dev isn't a native English speaker, at least that would be an excuse.
But even if he (or she?) is, it seriously needs some fine-tooth combing by a good proofreader.
This may sound a bit on the negative side, but actually, the game itself is not bad, the graphic design is great, you can tell there's a lot of attention spent on the design of the overall UI.
I've seen comments about how some scenes are a bit too descriptive and feel more like reading a story, but that's actually what you're doing.
That it happens to be accompanied by graphic images to visualize the scene is what makes it a visual novel.
And the neon type intermissions, well, I actually like them, it looks a heck of a lot better than a simple black screen with some text plastered on it, like the bulk of the other intermission screens.
And then this... Day 6, MC having diner with Jennifer... a magical serving tray...
Here she's carrying it
Next scene they're both sitting at the table and the tray still magically floats there
and this, day 7 after MC waking up from a nightmare, having a drink with Khloe
Either the left eye (viewed from MC's perspective, for us it's the right eye) got pasted in later or it's a lighting issue, whichever, the result looks like, but just isn't, the remnants of a black eye.