Time loops are fun, fits the natural method of play of most games where you wind up quick saving and going back repeatedly anyway. Huge potential for expansion and I like the way that discovery works as well as having actually meaningful decisions that make sense and are intuitive (you don't have to use a guide to find all the shit.) Unlike games that advance time and run out of content and have pacing issues the system lets you advance through the world at your own rate and in order of your own interests while still requiring you to figure things out to progress and unlock new content.
Increasing the clarity of the options once you've "discovered" them makes it easier for players to recognize new and old routes and as more days are added planning out what decisions to make and what things you need is a great form of gameplay. Especially since it keeps the player focused on the story, allowing the game to be lengthy without being grindy which is a problem for most of these games.
Having factors that reset every loop (events, story, relationships) and factors that don't reset every loop (skills, memories, information) is fantastic.
This is a cut above the cookie cutter 3d games where the way events can play out in a relationship or scenario is far more limited because most story scenarios/events in a normal game will not (and logically should not) be repeatable forcing the player to save scum or play the whole game again.
Complaints:
15 days is actually a ridiculous amount of time with how this is going to be played, i'd actually prefer a small number of days with a lot to do, being forced to choose between specific events and routes that change as you unlock stuff is what makes this good and dragging it out across a longer timeperiod makes it hard to give decisions the same significance for the same reason that CYOA games run out of content really fast.
Exp is a ridiculous grind right now - i'm pretty sure this is because it's balanced around a more finished version of the game but figuring out routes just to grind exp is no fun. Maybe big exp bonuses for discovering certain events, secrets, and lines of dialogue would be a better progression system as repeating the same events to generate exp damages the exploration aspect of the game.
There's a serious risk of over-complicating what's required to unlock content because there are so many numbers to keep track of. If you wind up looking up a guide to figure out what to do all the other stuff this game does well is worth next to nothing. The memory system is a great way of dealing with this problem but right now it's ugly and not very clear, polishing the interface and forcing the player to run into it in some way as gameplay progresses would help people from getting stuck and failing to find new content.
Increasing the clarity of the options once you've "discovered" them makes it easier for players to recognize new and old routes and as more days are added planning out what decisions to make and what things you need is a great form of gameplay. Especially since it keeps the player focused on the story, allowing the game to be lengthy without being grindy which is a problem for most of these games.
Having factors that reset every loop (events, story, relationships) and factors that don't reset every loop (skills, memories, information) is fantastic.
This is a cut above the cookie cutter 3d games where the way events can play out in a relationship or scenario is far more limited because most story scenarios/events in a normal game will not (and logically should not) be repeatable forcing the player to save scum or play the whole game again.
Complaints:
15 days is actually a ridiculous amount of time with how this is going to be played, i'd actually prefer a small number of days with a lot to do, being forced to choose between specific events and routes that change as you unlock stuff is what makes this good and dragging it out across a longer timeperiod makes it hard to give decisions the same significance for the same reason that CYOA games run out of content really fast.
Exp is a ridiculous grind right now - i'm pretty sure this is because it's balanced around a more finished version of the game but figuring out routes just to grind exp is no fun. Maybe big exp bonuses for discovering certain events, secrets, and lines of dialogue would be a better progression system as repeating the same events to generate exp damages the exploration aspect of the game.
There's a serious risk of over-complicating what's required to unlock content because there are so many numbers to keep track of. If you wind up looking up a guide to figure out what to do all the other stuff this game does well is worth next to nothing. The memory system is a great way of dealing with this problem but right now it's ugly and not very clear, polishing the interface and forcing the player to run into it in some way as gameplay progresses would help people from getting stuck and failing to find new content.