I'm glad you enjoyed it! I think Ferdafs wrote a very entertaining story with some great art, but wrapped it in a game that is~ challenging for most players to really enjoy.
One of the main reasons I ended up sharing this project at all, was I thought more people should have the chance to enjoy what Ferdafs made. I tried my best to make this game as accessible as possible (much to the dismay of some players who want extra hurdles (gameplay) to jump through). But, I can't please everyone, I can only pleasure myself... wait...
Why so many saves? I mean, play the way you want to, obviously. But with Scene Selection, Mind Blowers (Replay), and Do Over, I'm curious as to why the need for so many? (I have a bunch too, but those are specifically for testing things between updates.)
Save stuff is all under the Renpy engine, I don't have very much control over how that works (I mean, I could build my own implementation for it, but I don't think I could do it better).
I hope my code helps others. That's one of the many reasons I left the script files out in the open, so that people could explore, modify, or reuse the code in this game. I really enjoy tampering with code in other people's games, and sometimes, I even share those tamperings.
Something I really love about renpy (and python in general) is how easy it is to modify it to your liking (and find myself frustrated when playing in other engines where I can't change things (guess I'll just have to fucking remake those games in renpy too! (no not really, please don't request more Unity (or other engine) game ports...))).
Among my favorite UI elements that are... 'unique' feels too strong a word, I'll say, things I haven't seen other games do (that, admittedly, encourages even less "gameplay") is AutoMenu. One of the (many, many, many) things that bug me in visual novels are single choice options. One button, to do some action, to advance text. That drives me crazy! A button to advance text already exists! It's the normal click (or space (or ctrl if you're bored (or tab if you're bored and lazy))). Gameplay doesn't need to stop, and I don't need to use my mouse to click the only choice in a menu!!! AAGGHHAHA!! (In fact, I hate single choices so much, I put out a script for it on
this very site!)
AutoMenu is the complete opposite route, making menus a thing of the past! It's not for everyone, but also optional.
A lot of the side stories are incomplete. Again, just too big a thing to tackle for me (but Ferdafs is still going, so maybe we get more on those? or... he starts yet another new story, who knows).
Ethan's message though~
is an aspect of epilogue. I didn't forget about it, but like the Morty origin thing (Space Beth discovering he isn't her son, but surprise, he is, she was just scanning his clothing!) I wrote the whole story out, but released it in bits, so some things feel like they are missing, but just aren't out yet. Of course, I'm not perfect and also (very) possible I've left huge plotholes for players to keep falling into, but as they are bottomless, we'll never see those players again, so we never hear about them! Self-solving plotholes!
You are correct, they aren't really needed, mostly they're exist for extra clarity (and because android sometimes fucks with text size). Mainly they help me spot errors, by making it really clear what type of text something should be. You wouldn't think it would matter, but after the 50th read through of text~ it all just sort of blends together. But, if they bother you, the code is open, and I put all the character names in one spot (game/scripts/character_names.rpy), a simple search and replace of " (Thoughts)" to "" will take care of them.