No. Not that. I was talking about games in general without in-game hints where whole paths are being blocked by single, seemingly insignificant choices, while there are also no off-game hints, walkthroughs or
at least the script itself available to get any hints about
what there is to find in there.
Most choices there are logical, based on real life and quite easy to understand, but the one about buttons most definitely isn't one of them. Which makes it pure luck to get this one right.
And besides all of this, It's just my personal preference. As a developer, I would not try to hide the source code nor try to disable default built-in features of Ren'Py (most of which this node-based engine seems to lack anyway). I am a huge supporter of open source philosophy and I prefer open source software where I have a choice.
I don't see any harm to me or to the game I make if someone digs into the code and cheats his way through the game - it's his choice and freedom to "spoil" the "game experience" for himself if he prefers to do so. Or even if he copies parts of the code to use it in his own creation. It would be nice to mention the original author in the credits, though. I am not a jealous nor a greedy type as you can imagine.
For me the game froze several times with a blank white main window and a few times with the window being black when I tried to click fast through parts of the story I had already read way too many times. Ren'Py has no such problems. Plus, all the other Ren'Py features, including developer console, are giving it a huge advantage compared to this one.
BTW, in this game the back button rarely works while Ren'Py has a quite well working rollback feature I haven't seen in any other engines.
Why, for the love of god, would I prefer perfectly working offline games to flaky crash-prone online ones, when I have a choice?!
The only online game I've been playing is Palmer's daughter for dessert and only because the offline version of it seems to have more problems than the online one and its contents is fubar'ed by scrambling anyway.
All mrdots games so far have been offline games and built on Ren'Py, DoD and Milfy City (as I just checked because I haven't played that one) are also Ren'Py games, at least originally.
I have no idea where you managed to play them online, but I can guarantee that they aren't originals. They must have been converted to another engine either with the developers permission or without. And I wouldn't be surprised if the latter would be true.
You played the game in a way as if
you were the MC and you were just lucky by doing so and ignoring the title of the game. I played it in a way an "urban voyeur" would be the MC, what he would consider "logical" and which also works elsewhere in the game, but suddenly not in this case. Which is quite illogical and inconsistent, IMO.
Well, lucky you, as I already explained above.
Well, quess what, so do I.
You seem to think that I don't, but you are totally wrong there.
But in this case the choice was not logical, considering who the MC is supposed to be. It's what I've been explaining the whole time. This was:
- not a logical choice,
- it looked insignificant and
- it was pure luck if some of the players managed to discover the lunch scene at all, by making a choice there that a voyeur most likely wouldn't do.
Puzzles have to be solvable and you have to know that there is a puzzle to unlock something in the first place.
There is nothing in this game suggesting that one of the main paths, possibly the one with the most contents and best story, is locked behind that choice. The player would have no way to find out about its existence.
Without Dilettante's list of paths and the extracted CG (which this dev has also been trying to hide inside enigma-packed executable before) I would have had no way to find out about it. In fact, I have played through about 3 or 4 different versions of this game without ever knowing about this path. And I can assure you that I'm not the only one by far.
Even with those hints I had to drop the game at the second night at Woody's wihtout finding a way to get to the hotel and start the game again almost from the beginning.
This is exactly why I call this a
bad game design from the point of view of the developer himself. What's the point of creating hundreds of CG images, writing a huge script and hide it in a way that makes it
nearly impossible to find it?
It just makes no sense.
As if you already haven't figured out from my previous messages that this was not what I was talking about. You're just trolling, I get it. And I don't like lifeselector garbage. If you knew me a little more as many other forum members do, I always support games with good story. Story is why I play these games in the first place. And an occasional puzzle isn't bad, but this just isn't one. This one is a trial-and-error grind-resolvable labyrinth without an idea what you're looking for or from where.
I absolutely agree that this is one of the best games there are.
As I already have explained I don't know how many times - just some of the choices in it are badly designed. Not all of them and this one with the buttons is the worst example. You'd have to play it out of character early in the game, way before you can figure out that the guy maybe is capable of being less of a perv than the title suggests. At least occasionally. And it's still out of character, compared to other choices. So no, this is not logical, considering the type the MC is supposed to be by the title.