Could also have done something like this
In theory, this is a great idea, but I have 49 planned characters, as I said. Much easier to just have a panel of buttons of their faces, and a choice to go back to the main story.
set a flag so the choice would disappear when you got back to the selection
I'm working on a solution to this, such as maybe greying it out and making the button insensitive once you've played all there is to play. I'd have to do some finagling with some variables, but I think I know how it might be done. I just have to force the system to check what scenes you've seen already and compare it to a Maximum Scenes variable, I think, and if the two are equal, grey the button out. Or something.
In response to the MC being a "whining wussy..." is it so hard to believe that the main character might have his own story arc? I didn't write a ThunderChad McCockMagnet like most games. Aurum is... average looking, has some baggage, and has a very bad habit of fawning as a survival mechanism. He puts others before himself way too much, to the point of self-neglect, which is what Galka is trying to hammer into him. He needs to learn to take off the cape and care about himself first, because if he can't maintain himself, he's trying to pour from an empty cup when trying to help others. Aurum, like the rest of the characters, follows a story path in which he has to learn things and evolve over time. One of the biggest things he needs to do in the story is grow a bit of a backbone and learn to say no when the prospect of helping someone will end up being harmful to him. Case in point, Cecilia. He also needs to learn to take INITIATIVE, as he starts of pretty passive, but he'll have to learn that he's not gonna get what he wants by waiting for everyone to come to him. He has to learn to be proactive and put in effort.
A lot of this is damage from his relationship with Ashley. I didn't want to spend a ton of time in the Memories phase, detailing the way she treated him, but to explain, it was nearly the perfect Narcissist + Stockholm Syndrome pairing, which made it very easy for her to lead him around with a carrot on a stick, so to say. Having finally gotten out of that, a big fear for Aurum in particular is getting attached to someone, because that means giving them the power to control and destroy him again. That's why he seems so standoffish.
So yeah, Aurum is SUPPOSED to come off a little browbeaten and weak in the beginning. He's not the Perfect Urban Prince Charming that most MCs are supposed to be, but he's also not the Born Horrifically Ugly And Unfortunate trope like games like Lewd Town Adventure. I wanted a kind of... average joe middle ground with a few quirks and a bit of emotional depth, but with several flaws he's gonna have to learn how to manage. Boy has baggage, and the story is more about managing and working through that baggage while also helping other people with theirs, and forming bonds and feel-good emotional and intimate connections with both similarly damaged people and more reasonably healthy people. It's far less of your typical fap fest type of game.
I feel like I may need to rewrite my game descriptions, because people keep coming in here with their ideas of what the game should have been, when I THOUGHT I clearly stated what the games actually were, which were mostly linear stories. Any suggestions are welcome. How would y'all suggest I try to prevent this from happening?