There's also a lot of time wasted seeing the same things over again. This happens either because it's not clear you're done, or you need to grind, or you're just checking if you tripped a flag, or just an accident because you failed to remember you already finished that interaction/event.
Jokes aside, I suggest to avoid only making the cross green once a scene's done and changing the shape instead (to a check i.e). It's always nice to spare a tought to our daltonian friends !
Here's my take on a solution for these issues:
This is the simplest implementation that kinda gets the job done pretty well.
Each clickable is assigned a list of gallery entries for the scenes accessible through said clickable, which then displays the checkmark on the tooltip.
If none of them were seen, it's red. If only some, yellow, and if all, green.
Sadly, implementing a warning for a new scene previously unavailable would require a manual effort orders of magnitude greater than this implementation. But I guess it's close enough?
I think it's possible to easily add new scenes to these clickables after they're unlocked, so that it displays an incomplete checkmark again (
like how doing the resort endings unlocks new scenes back at home).
Any thoughts?