Hi riMaec!
It’s great to see you again in the thread for my game. First of all, let me thank you once again for taking the time to provide feedback on my little project and for all the valuable ideas you’re sharing. Your comments, suggestions, and your vision of the gameplay, functionality, and development process are incredibly helpful to me. I’m truly grateful for all the advice you’ve given me, and I deeply appreciate it!
all the problem you're facing with the chapters version and how to name them in order to make it understandable is quite tedious.. you should have taken your time between the first chapter and the second, there's always something to fix and, mainly, to improve so, in my opinion, you should remove the second chapter, focus on all the improvements, new ideas you had and the requests you received about the first one and only THEN go on with the story ..
I absolutely agree with you. I’ve been thinking that the release of the second chapter was premature, and you’re right - it probably should be removed for now. First, your earlier advice had already motivated me to expand the first chapter into something far more engaging than it was before. Second, working on both chapters at once is not efficient at all. Third, as I’ve been reflecting on the plot of the first chapter, I’ve realized that some of the originally planned events will likely change, which will definitely affect how the story continues.
That said, some players have already played the second chapter and are asking me when I’ll be adding videos with sound. So, I think it makes sense to quickly update those videos with sound (it won’t take much time now since I’ve gotten pretty efficient at handling media), and then shift my full focus to improving the first chapter
you've put everything behind the 'job-routine' and 'relationship-points' and that makes it SO static so, imo, you're still quiet far from a well-defined base structure.. I know, the city is still WIP but I've spoken my mind so you know something more and, maybe, be able not to waste your time & energy ..
Yes, I completely agree with you. In fact, I will be finishing a small update for the "City NPCs" very soon (new videos with sound, dialogues, etc.), and after that, I want to completely overhaul the player’s interaction with the city and everything within it. I’m confident that the changes I’ve planned will make the gameplay much more dynamic. As for the 'job-routine', I’m considering either implementing some kind of career progression (as you suggested earlier) or adding new locations - like a Research Institute where Evan can conduct additional research. This would serve as an alternative to his main job and would be much more dynamic compared to the current experience in the Biolab.
- shopping (clothes, accesories, even some fashion options like 'stylish' beard for a faster charisma enhancement | dumbbells/treadmill [even a 'take a run to work' button] for a faster fitness enhancement | books for new abilities, new locations and even new fetish options) ...
That's a fantastic idea! I previously thought that the mall in my game felt a bit "pointless". However, thanks to your suggestion, I now understand its purpose. Initially, I intended for players to buy quest items there, but no significant quest items ended up being included. Your feedback has made me realize that it would be much better to sell items that influence the player's stats instead. This is a great concept, and I really appreciate it - thank you once again
- home improvements (like pool or gym (fitness+=x) or library (intellect+=y with lab_routine_speed=2*intellect) ...
Home improvements for the МС are a wonderful idea! These upgrades will impact his stats, which in turn will help him in his daily activities. Additionally, the МС's home will no longer be a dull place on the map where he can only sleep. I really like this concept - thank you! Especially the idea of buying gym equipment or books for a personal library (from the mall). There could even be a mini-laboratory in the basement for the МС...
- some fast quests or random encounters or, someting I've never seen around here, a blind date routine ...
I'm planning to implement something like that while the МС moves around the city. As he travels between locations, either on foot or by car, he will encounter various situations and complete different mini-quests. However, I first need to overhaul the city code and the NPC movement between locations. Currently, the code is too cumbersome, and I don't want NPCs to be moving through the same locations every day. Essentially, what I'm saying is that in Update 1.4, I will be making significant changes to the "city events", which will lay the groundwork for random mini-quests in particular.
In my opinion, the trick with all these games is quiet mere: the first chapter of your story should be a mini-game itself.. take your time and try to understand (if you're willing, of course) the difference between a game and a good one
all the best to you and, as always, keep up
Thank you for your insightful thoughts! Thanks to your feedback, I definitely have a lot to think about. Your feedback is extremely helpful, and I appreciate your encouragement
All the best to you as well, and I’ll keep working hard to improve the game!