Okay so the new person does not display on the map while waiting around...
I'd suggest adding "unknown" person listed in the book store on the map screen, I'm fine with the bar not listing people as that's just random encounters but there's no real reason to pass an entire day in the bookstore.
Huh, not a bad idea. Makes sense to do so to streamline the game somewhat. We can call it a kind of vampire sense, which is why it only works on the true NPCs not the human fodder.
Also once your body language is above 2 it no longer displays details about the girls in the bar
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Chatting with Mary
From your Body Language Skills (Level 4) you can tell:
Ah, I'll have to get that sorted out. There is presently no content related to being level 4 so I thought I had capped it at 3, but I guess not!
Gambit:
Also looking at the "Gambits" in the bar and the "stimulation's" in the enthral, I'm not sure why you would ever want to use a skill/ability that is from a lower level, is there going to be a cost associated with the skill levels? or different images for lower vs higher levels?
Indeed, this is something I am trying to think of a good way to handle. So far my thinking is to have the lower levels either change to a near guaranteed success which might just be boring as you could hammer them knowing you'd be making slow but steady progress, or leaving them with a lower chance of success, but giving higher reward. Both however feel a bit broken to me and not that interesting. I wanted to provide speedier 'hunts' as you leveled up so feeding would become routine to a higher level vampire, as that feels right, but not sure how best to make it more fun from a game perspective right now. This is one of a few areas slowing me down right now as i don't want to plough on and add too much and then have to go back and change it all.
(I can see a ton of stuff that seems to be for future content, I'm astounded by how much you've seeming made available from the unused variables.)
Again just trying to be helpful, so if any questions seem rude or points seem rude they are not meant to be.
I do my best to plan ahead as changing character variables later is real bad for save games going forward, but I still find myself having to meddle too much hence the 'jumping in' system on the nightly builds.
And no, not rude at all, and I should know!
1. It's possible to do stuff like read when you should be sleeping, if you just keep going to the bookshelf and reading a book at the witching hour you will read the book and reset to the living room before the auto sleep timer kicks in, I've not looked at the variables to see if they improve but I'd guess they do.
2. when you go to your room and it's late at night the sleep button is removed from the action list.
3. The bookshelf in the lounge seems to function like a location but it's not listed on the map, I'd suggest considering changing it to have the unread books listed in the living area as indented options below "Check the bookcase" so you can chose to go and look at all your books or just read one of the unread books from the living area screen.
4. I'd suggest that you consider breaking the "exits" and "actions" sections more visually, it might just be me but I tend to not notice the actions as a distinct section from the exits, (in the living room) and the behaviour is different in the bar where the action "Look for a girl" is actually not in the action section at all, and I find that much easier to notice. but really it should be moved into the actions block, and the actions block more clearly delineated.
1. Yeah, that's a limitation I have in Twine right now. I need to find a solution for that. originally it would jump you to another screen when it high night which prevented being able to click on any options during the time out, however is any messages where displayed just before night they disappear before you can read them which wasn't great. I need to find a good middleground somehow.
2.By late at night do you mean during 'witching hours'? If so yeah, it will be waiting for the time out. Hmm, maybe I can use that actually, if i limit all the action/exit options on the same variable as the day timeout... idea!
3. Good idea, removes a redundant click. I'll see how easy it will be to change that.
4. I've been considering removing the exits entirely now there is a map, however that would require some re-working of the game start where I prefer to limit the areas the player can go to, and have them 'traverse' through the family home. But perhaps something worth spending time on?
Again, thanks for all the feedback, it's great to have people playing the game, and wanting it to be better. Playtesting ones own game is basically impossible as i know how I expect the game to be played.