Interesting and complex story that is hampered by a very annoying interface design choice, which makes it very user-unfriendly.
The story starts simple but becomes increasingly ambitious. You have to follow several seemingly unrelated plot threads which nevertheless affect each other in sometimes non-obvious but logical ways. Each character has their own story, and finding the right solution to advance it could be a decent brain-teaser if trying out solutions was not so tedious.
The main mechanic driving the story is a simple loop: 1) Play through events until you are stuck or fail. 2) Replay the same events but take better choices, often by using future knowledge, allowing you to progress further down a path. Often, the events are also connected so deeply, that a hint you get in one timeline gives you important information a parallel one.
That’s right: Timelines. The story not linear at all, and there is not one true solution to the events. For example, you might like to use an injured person as an excuse to explore the hospital. However, in the timeline where the person is injured you’ve never met them and cannot pass as their friend. So you need to go back to a timeline where she is not in the hospital and befriend them there to get the information needed to pass as their friend in the hospital timeline.
As a more straight-forward mechanic, you may also need to do some events several times in a row until the MC has learned enough to ‘beat’ them. As an example, he keeps being distracted be the girls in a Yoga class until he has looked at them enough to finally concentrate on the lesson itself.
This results in an enormous amount of backtracking and repetition. In order to manage all this, the player is given two powerful tools: The ability to travel back in time in one-day increments and a limited number of "Timelines", which means in-game save slots so you jump between, for example, a timeline where you had befriended someone, another where the same person was in the hospital.
There are major issues with the last two abilities, however, that make the game virtually unplayable for me:
1) There is no way to know which timelines you are going to need until you already need them.
The Walkthrough orders timelines by what happens to a specific girl and whether you have joined a debate club. However, as a first-time player you have no idea that these are the important markers. You might have just as well sorted them by whether you have reconnected with your sister or whether you have helped you landlady and her criminal boyfriend.
Likewise, you have no idea which secondary objectives you need in each timeline. In the timeline where you save the girl: Should you have also reconnected with your sister or rather spent that time stealing the university keys? Will you need your Lust value to be at a certain level the next time you load this timeline? Who knows, let’s just hope you got it right and you don’t have to go back to day one and redo everything entirely…
2) Going back to the morning of each day means you have to redo every single event up to where you actually want to go each time. If there is an event at night, you have to redo 4 time slots for every repetition, which may involve several choices and a lot of dialogue, taking time and effort even if you fast-forward. Even the close-to-optimal solution of the walkthrough has ~3250 distinct steps. Something as simple as trying out several outcomes of a Poker game can easily bloat into well over a hundred steps.
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Here are two improvements, which might reduce how tedious the game is:
1) Allow the player to step back by timeslot instead of by day. Even just the ability to redo the same timeslot several times in a row would be invaluable. Not only might this reduce the "optimal" walkthrough-path by hundreds of steps, it would also make exploring and trying out various solutions much more enjoyable.
2) Give the player some hints on which timelines to create. Maybe even very direct hints. At this point I would not even be opposed the decision being taken out of the player’s hand entirely, since that would be better than having the "wrong" slots and having to redo things from day one several additional times, hoping to get the right solution.
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All in all, I’m impressed by this game. Narrative-wise, it is one of the more ambitious projects I’ve seen to be sure. The characters all feel unique and interesting in ways that make them appear realistic instead of just being overblown caricatures. There are several tidbits that give their personalities depth without being bloated or unrealistic. For example, the landlady adapts her lifestyle to her current boyfriend, without just being a total pushover that goes with the flow.
I highly recommend everyone play this game, but be sure to keep the walkthrough open and don’t be afraid to follow it by the letter.