In some decisions we have a box saying "You feel like this decision will have lasting consequences." or something along those lines. Correct me if I'm wrong, but I thought we already added that to the quirk decisions but if not we'll add it.
I don't think immersion-breaking glowing letters is needed. If people are too lazy to read or are irresponsible with their saving practices that's on them.
I haven't noticed this box, to be honest. Still, it wasn't very clear how the kink would play out, at least for me. X-23 is pretty obvious overall, but not Jean's. I thought that Jean's was a lot more about some pet name play instead of her taking a dominant role. Not to the point that it gets into heavy femdom territory and not anything that (at least so far) extended to the bedroom, but enough to have the other girls comment on the dynamic (great job with that btw).
What I mean is, if it was mainly about her calling me little bro, that'd be fine (not too different from "Daddy" play).
That actually leads me to a question: how nuanced are the behaviors that we can encourage in the characters? If I encourage the whole "sib dynamic" but discourage Jean when she's taking dominant actions (like ordering food for me), is it possible to keep the play while not keeping the attitude?
Similar question about X-23, though hers seem to be far more binary: sometimes the encouragement dialog appears and it makes sense for me, based on the circumstances of the events that take place and the writing of her character, that I do
not choose to discourage some (but definitely not all) of her protectiveness (that ends up turning into her wanting to take charge of my life). One example was right after the event that takes place in the town with Kurt (won't mention it cause of spoilers) and she demands that we take our shirt off. If I encourage this one instance, am I also encouraging all other aspects of her behavior?
Do the encourageable behaviors work with a "point system"? Something like "if by the time the character reaches the "in-love" state there are X or more points in dominant behavior then character will lock-in being dominant". And in the case of Jean, is it two systems (one for the sib play and one for her being more dominant) or just one that encompasses both of the aspects I mentioned?
These are some of my thoughts about this. I really think that "locking in" a character's behavior should be done only if it is 100% clear how that character will behave towards you and others, and the inability to change those after the "lock-in" happens is about the one thing I disliked.
The story is far more immersive and interesting than I expected, the characters (encourageable quirks and attidudes notwithstanding) are likeable and well-written, the humor is nice and I especially liked seeing Professor X making fun of Scott.
So, again, thank you and congratulations for making and releasing this game. It is awesome.