ok only have comments on two points. rest no issues with your explanationI'm going to make 1 post per person to change a bit because my answers are really getting way too long for 1 alone.
1. Normally, everything is explained in the introduction and I have indicated each time the place where the explanations are for each one if you ever want to read again or maybe have more details. I tried not to make the introduction too long, so I may have shortened it too much. If it lacks details, can you tell me on what point?
I added links to see a list of tips and I created a web page with explanations on each addition that I called GameFaq which serves as a centralization of all the possible information of the game that I find quite good because if it's been a long time since you played the game, you just have to go and review it to get back in mind all this and it can also be useful for those who skip the introduction. Is this not enough?
The stats of the hero or those of the NPCs to unlock the quests? As I've said many times, Alison, Piper, Elsa, and Jayden are nearby NPCs that you'll need more points with (It's a way for me to punish people who think about incest and then I find it more logical that they need more points because they prevent themselves from falling for the hero because of this proximity). For the other NPCs, it depends on the character I give them. Some will be easier to get with a total of 300 points/3000 and others will have to have more work with 1000 points/3000.
2. The foresigh skill allows you to increase the number of droplets obtained at the end of a fight by multiplying the number by 2, 3, 4, or 5. The XP depends on the number of droplets obtained at the end of the fight because it is = at n°droplets X5. In addition, I added a special item in a gold chest to be found in one of the areas that allows you to multiply XP by 2. Do we really need to do something more?
*Additional note. The number of potions that bosses give is precisely to help you get the bonuses more easily. By increasing the number to 250, it gives you the chance to have +or- 83 points in foresigh, lockpicking, and silenced (1 point remains). This gives you the X3 end-of-fight reward and increases the initiative speed (+ the future lockpicking bonus) but in addition, it greatly increases your chances of succeeding in espionage (15%+83%), door picking (15%+83%) and giving corruption potions to NPCs when they sleep (15%+58.1%(+10% if you have the funnel)).
3. A little tip that I forgot to mention because it's an RPG Maker feature that I didn't add: If you press the spacebar during the game, it increases the speed of the game by 2 so if you use it during jobs, the time will be reduced by 2. If it helps, I'll add it to my list of tips. Warning: don't abuse it too much because some people have had bugs with rewards that they don't receive and I think it's due to the fact that they used this function so it's better to use it than during the job animation and release the button before the end.
4. Thank you, this is the 1st time that I manage to put quests without making a mistake lol. I still have to add +or- 10 more scenes to reward the time you spent doing all his quests. I keep this on the side for when I don't have time to work on adding new 1NPC quests. I just have to put 1 condition to unlock the content but hey, that's still between +or- 70 and 100 new videos to work on.
If you can answer my questions and tell me what works and what doesn't in what I told you, I (or we) can see what can be changed. If other people can also give their opinion on it, you are welcome.
for point
1 on 1. your thinking in terms of yourself and your fan base. People who KNOW the game. thing is as a dev you need to be thinking for noobs and new players (at start). people who dont know the wiles of your game or how these types of games usualy work. as they to are your players. in reality alot of that information (the technical/gamplay, NOT walkthru.) should just be in the game in a easy to reach place. all so they can be able to find the instructions at anytime when playing.
what im saying is you need to improve your in-game game guide and for rpgs those are usualy pretty indepth (the instructions can also unlock over time to prevent spoilers) as rpgs are vary technical by nature. in your case alot of peoples issues right now on this point is that their confused and lost. usually for rps the answer to this is just hand holding them a bit with a few intro quests. just enough to get them going. thing is your game wasnt designed with that style in mind so your going to have to reliy on the in game guid and quest hints to properly lead the player to the goals you set for them instead. my suggestion use the gamefaq as a basis for it and just slime it down to be more cansis for the game.
and for the other point
2 on 2. i did not know that at all. been playing your game since you pretty much released it yet i still did not know you can press the space bar to speed up the holds. so ya..... this right here is the perfect example of what needs to be in the ingame guide. the amount of literal hourse you just saved me and that i have wasted before is upsetting to think about.