- Aug 5, 2016
- 913
- 966
" Removed the QSave and QLoad from the quick menu because it made it easier to cheat the dice "
Noooooo!
Noooooo!
After you've rolled the dice and seen the number, but before you've moved go to the console and type diceroll= x. Where x is the number of spaces you want to move. No need to save spam, you can also just set stat_9 to 99 and reroll to your hearts content..." Removed the QSave and QLoad from the quick menu because it made it easier to cheat the dice "
Noooooo!
I posted that very tongue in cheek, but those are very good tips nevertheless, so thank you for that.After you've rolled the dice and seen the number, but before you've moved go to the console and type diceroll= x. Where x is the number of spaces you want to move. No need to save spam, you can also just set stat_9 to 99 and reroll to your hearts content...
Other console commands / Cheats:
stat_0 = Money
stat_1 = Round
stat_2 = Fame
stat_3 = Look
stat_4 = Dexterity
stat_5 = stamina
stat_6 = drama
stat_7 = job experience
stat_8 = perv
stat_9 = pass
If you don't know how to use the console search this site for UnRen.
Any way quick review - the games kind of pointless in its current state there is hardly any content.
The different outcomes only have 1 or 2 scenes and then there are ~8 end of week scenes, so I think that makes <30 scenes non of which have any hint of FAP.
Took me about 45 minutes to complete but most of that was just repeating things I'd already seen.
I can see the RNG of the roll being very frustrating unless there is a ton of content to fill out all the times you land on something you didn't want to.
I don't really see the point of the board game element. Its like any other renpy game but instead of having a map where you can pick where you want to go its pot luck where you go. This is one of those games where a dev had an idea of something that's not been tried very often, but didn't really think through the UX. Can you imagine playing Summertime Saga but not being able to select where it is you want to go and just relying on the game engine to pick a location for you?
Here in lies the problem, you can't aim for anything its pot luck, with the exception of very very very sparse re-rolls.
- HINTS: There’s a good chance, for a Game Over when the money’s gone. Sometimes it’s unavoidable, especially at the beginning. It’s just bad luck. But there are some hint to avoid it.
- Always aim for the green squares. They are your main source of income.
Thank you. Some are very good ideas.Here in lies the problem, you can't aim for anything its pot luck, with the exception of very very very sparse re-rolls.
https://f95zone.to/threads/tomie-wanna-get-married-v0-6602-ollane.62939/ has a similar dice rolling mechanic but it lets the player reduce the randomness by restricting dice rolls to 1-3 or 4-6 but with a penalty.
I think you'd also benefit from giving the player the option of being able to pick specific locations or dice rolls (again with some form of penalty) rather than just allowing re-rolls, which for the most part aren't very useful considering how few you give out and the RNG of the re-roll
It doesn't make a lot of sense that if all the player wants to do is go to work and earn money they have no way of being able to make sure they do this or no way bettering the odds of them doing it.
Perhaps at the start of each day having a mechanic where the player can alter the layout of the board to have more of some activities than others, or grouping activities together in clusters as this would reduce the need to get an exact roll to land on what the player wants.
Maybe laying the board out like a day and grouping activities together and seeing as work is the most important thing, making sure the player has a very high chance of working each day by staking up all the work items to be in the first few rolls
i.e.
1 - hairdresser
2-4 work
5-6 gym
7-9 work
10-11 hair dresser
12-14 work
15-16 drama
17-18 sex shop
19-20 Gym
21 party
You could also have a weekend option, so players get 5 days where the odds favour earning money and 2 days where the odds favour stats buildings.
I'd also limit the board for the first few days so any activates that aren't available are not shown, I found this a bit confusing.
Thanks for the art comments. Now for the grinding part.I love art in this game so much! Face expressions so believable, so full of life! But. Main game loop kinda kills it for me. All this clicking and dice rolling is meaningless and painfully boring. Its already more of a grindfest than old russian sandboxy QSP games (all of them combined).
I whant to see all authors awesome art. But i wont ever replay this even under a gun. Id better do my my bed and (!) clean my room than replay this. Sorry.
Idea of tabeletop form is interesting and fresh but it doesnt work for me at all.