So i am currently playing from episode 21 to update 23 and have reached my
Final Conclusion:
This game is from Episode 22 onward
UNPLAYABLE
The Love points are constantly checked against the Relationship status. This makes perfect sense as they are shown to us in a scoring board each episode
![Thumbs up (y) (y)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
even though they are not constantly shown
![Confused :confused: :confused:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
The Jealousy score is constantly checked against the relationship status. This seems logical but the score is kept
Hidden. So they are useless! Which of the 500 decisions killed my Gig with TOMBOY? This needs a walkthrough with Jealousy score Showing
![Thumbs down (n) (n)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
The Sum of Jealousy Scores of at least
FIVE OTHER Love Interests is also checked against current LI.
![Unsure :unsure: :unsure:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
Now I cannot even write a walkthrough as I would need an external Spreadsheet with all Scores noted down
![Poop :poop: :poop:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
. (I scrolled the renpy code and printed variables in the Dev console) Why are characters collecting Sus on each other character only to act on them as the same thing? Always order ONE
4 Seasons instead of 4
Quarter Pizzas... .![Coffee :coffee: :coffee:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
Sometimes scores are modified by dialogue choices from the Scene e.g: TOMBOY interrogates you about NOT MOM and NOT THOT SISTER in a row => Six Try or Die Checks! with one at Double Suck!
Some Dialogue Trees and prior conditions force 11 of 12 options into the same result: e.g.: Cooking Date with SMART BIMBO if you romanced MISS CARNIVAL CRAZY and Either NOT LESBO or TOMBOBOY before End like: BIMBO_KILL = Yes; XOR CRAZY_KILL = Yes;
AND also if you didn't date CARNVAL CRAZY then: BIMBO_KILL AND CRAZY_KILL = no; So NOT romancing Carnival Crazy EARLY keeps her and Bimbo both an option later?
![We Smart :WeSmart: :WeSmart:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
Hypothesis:
Why bother using mechanics like
Hidden Scores that are cascaded and multiplied IF they are not communicated to the player are impossible to predict even with DEVELOPER VISION = True?
If no Player understands the mechanic that is kept hidden why bother implementing it? Just use Fatal Choices Via Kinetic Novel.
![KEK :KEK: :KEK:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
Or allow the player to pick their salad with topings? e.g.: Load "TOMBOY-THOT" + "A BIMBO, BI-FF, TOMBOY Foursome" + "NOT MOM, NOT STEP-MOM, CHURCH-MOM Trinity" => RUN Story Choices.
![Geek :geek: :geek:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
TL
R;
There is no way without Dev Console = True, to run your initial Harem Choices successful, other then Mono-routes