A character's purpose is only fulfilled when you've run out of ideas on how to use them. It's fine if you feel a character has had their arc, but you've also worked hard on a lot of content for this game. It a bit of a waste to kill off characters.
Characters like the bullies purpose is to create some early game troubles before you have settled into the game and "made" your character. Once you are deeper into the game and settled, their purpose is lost and so need to be removed.
The same with Oskar, he was always planned to die, the Dani route is just one version of it. Early game, the stress of rent is meant to push the player into agreeing to things they may not want to. A virgin run Sammy wont agree to a blowjob in the pub unless there is some motivation. But later game when money becomes less of an issue, rent becomes a chore. So Oskar needs to be removed.
And with other characters like Cass/Mira and Dani/Anabel, they were introduced specifically to have this story line. I don't just (always) introduce a random character then decide later what to do with them. They were added for exactly this story, so their entire purpose in the game is to die or be saved.
The fact you're realizing you might have to make a guide to explain Dani's sanity mechanic is evidence in and of itself it's not a well-explained game mechanic, and might be worth revision and/or additional management tools in some way.
The entire game needs a guide since it's getting so much bigger. With Dani and Anabel though it's pretty simple. Be a good friend. There is no guide needed other than just spend time with them and be nice. But of course people load old saves where content is already half way through and then get confused why some branches are locked out. Some players also get decision paralysis when they don't understand every number that goes into a mechanic.
Are we trying to reward failure, or reward success?
As mentioned, Oskar was always meant to die and rent be free. This is just a fun alternate way for him to meet that end.
The VIP party is a 7-hour long event from 9pm to 4am, and all they got is wine? I think it would make sense for the partygoers to also bring wakeup, lebo, and joy.
It's something I wanted to add, but the drugs aspect isn't as fleshed out as the alcohol. I have some plans for some new fun stuff in the upcoming story though so we will see then.
There should be a route to corrupt Anabel at the VIP party. If Sammy is able to slip Anabel both joy and lebo, it breaks down Anabel's defenses and senses just enough to keep her with the dance girls for the full ride. "It was not entirely unenjoyable." or "I hated it, but parts of it were still kinda fun."
Anabel has stated throughout the entire story she doesn't want this. You can already slip her some Joy or Lebo if you decide to sabotage her. And as expected she doesn't like it. It would be totally against her character to say "oh hey, thanks for drugging me and getting me raped, it was fun."
Dani's new sanity mechanic means the player is now expected to babysit Dani, otherwise they lose both her and Oskar forever. In other words, the player must manually engage in upkeep or lose all content associated with both characters. I think this will quickly become a chore despite the incentive of lesbian scenes.
If it becomes a chore, then leave her to her fate. If you didn't care to interact with her prior, then why does it matter that she is gone?
There is a considerable number of NPCs who can be lost: Dani, Anabel, Mira, and the bullies. Notably, the dance girls can lose up to two of their members, leaving only Rachel, Svet, and Sammy. I think it should be possible to recruit other NPC's into the dance group after the VIP party has been completed.
More NPCs will be added and older ones expanded on. But this game has always been about seeing the consequences of your actions and living through the after effects. Lost characters are a part of that.
Alcoholic should turn into "recovering alcoholic" and joy addict should become "recovering addict" when they time out. Nobody is ever cured of an addiction, being a recovering addict is forever. When Sammy is in full addict mode, she can't say "no." But when she is in recovery mode, she gets an automatic pass/fail willpower check to resist. If she fails, she becomes a full addict again.
It was something that was mentioned to me when I added the Addict origin and it makes sense. I didn't have time to look into it then but will see now this update is out.
Some balance tweaking with confidence score might be necessary.
Confidence has always been a troublesome aspect. Early in the games release there were endless comments it was too hard to gain. I made some tweaks and the complaints went away. Now with the addition of more perks and the game being fleshed out more, I am slowly seeing a rise in complaints saying it's too easy to gain now. It's something I will keep an eye on.
Creampie Lover is still not functioning properly. Anal sex prompts still come up, and the flag only flashes during anal sex.
Will check it out.
I got an interesting bug with version 0.3.5.01
I was in the VIP party drinking and even agree to have fun with a guy. When we arrived to a bedroom instead of having sex my was like she was going to throw up and claimed she couldn't do it. She ended outside on Revel street. The bug was when i returned to the party where i got the chat with Theo again and the money too.
I don't remember adding in an event where she pukes. Can you give more details?
Will we get bigger ass
Please
No, what you have now is pretty much what will stay.
Will we get the Casino Next Update or Sometime soon
Casino was the next planned update. I decided to change that plan and work on main story content next instead. Not sure when casino will be worked on now.
Another bug in 0.3.5.01
I joined a second party on another saturday and the main room is absent.
Hmm, this update fixed that. Did you do the first party event in 3.5.0?