As of 12/20/24 I've upgraded my review of this game. I like the characters, the plot seems interesting, and I enjoy playing it. I have upgraded my rating of this game because the playability has improved and most of the crashes are gone. I'm still not happy with the deliberately slow (tho quicker than before) check for paid content at the beginning, and some of the mechanics of the hint system are more convoluted than they could be.
I have a feeling I'd enjoy this game if it wasn't so buggy. I like the characters and the plot so far, but exceptions occur too often to have any confidence that the story is going to unfold in a reasonable way, particularly since the hints sometimes don't seem to result in the progress they promise. I may upgrade my rating if the devs straighten out the code and make things run smoothly (and get rid of a deliberately slow check for a premium DLC). One straightforward bug example is the lack of an increment of the variable spd_mall_guys when that is needed to allow progress with a couple different LIs. (Devs -- get a handle on program state and where and how it is supposed to change) The way to do this is to set up a data structure that holds the game state in one place, so you don't have to have spaghetti code that jumps all over the place checking which events have fired. With the game state stored in one structure, you can get a better handle on interdependencies that may lead to unstable game states or inadvertently make certain routes impossible. Right now, if you don't try going to the station park in the mornings before school, you can miss out on the possibility to follow 2 LIs paths, but there's no indication in the game that this is what is needed.
I have a feeling I'd enjoy this game if it wasn't so buggy. I like the characters and the plot so far, but exceptions occur too often to have any confidence that the story is going to unfold in a reasonable way, particularly since the hints sometimes don't seem to result in the progress they promise. I may upgrade my rating if the devs straighten out the code and make things run smoothly (and get rid of a deliberately slow check for a premium DLC). One straightforward bug example is the lack of an increment of the variable spd_mall_guys when that is needed to allow progress with a couple different LIs. (Devs -- get a handle on program state and where and how it is supposed to change) The way to do this is to set up a data structure that holds the game state in one place, so you don't have to have spaghetti code that jumps all over the place checking which events have fired. With the game state stored in one structure, you can get a better handle on interdependencies that may lead to unstable game states or inadvertently make certain routes impossible. Right now, if you don't try going to the station park in the mornings before school, you can miss out on the possibility to follow 2 LIs paths, but there's no indication in the game that this is what is needed.