After playing through the initial release, and digging through the code, I noticed a few things:
- You're given waay too little energy to perform tests in a single day.
- There's no way to actually reject a visitor at the door, and there's no way to prevent killings from happening.
- The way you've coded variables, you make it impossible for multiple playthroughs. Once a visitor has been killed, the character remains dead, even if you start a new game/playthrough.
- Use "default" instead of "define" for variables that should be stored on a per-playthrough basis.
- The "define" keyword sets a global variable, while "default" sets up a variable that will be stored in each individual savefile.
- You can set up a "define" variable for a list of possible visitors (to be changed/updated whenever there's a new release), but don't modify that original list. Instead, copy new visitors into a variable/list that has been set up with "default".
Content-wise, there's not a lot, but that's to be expected from an initial release.
Thank you for your interest in my project and your suggestions for improvement!
Yes, it was pretty stupid to use define instead of default. After reading the comment above (where someone complained about problems when starting a new game without closing the game itself), I realized my mistake and replaced everything with default, and it really started working correctly
As for energy... I tried to stick to the original, where the energy is initially 2, but then its volume increases (but I'm making porn here, so you can simplify/give more opportunities for scenes)
As for the inability to refuse... I'm still thinking about this point, because in my opinion, in the original, there was no point in refusing anyone at all, so I excluded this possibility
The logic of the murders is a little clumsy right now, I will rework it so that there is always a chance to avoid murder
Thanks again for your reply and have a nice day!