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The information below is for testers, but anyone with bug reports, suggestions, feature requests, etc is of course welcome to post here.


Thanks for offering to help test the game. I hope you enjoy playing it despite it's imperfect state! I'm eager to hear feedback and criticism on pretty much every aspect of the game, but especially the following:

1. Gameplay
I think this is the most important thing, because if the core gameplay isn't fun who will care that the characters can be customized? Testers, please play the game and tell me honestly what you think. What aspects are fun and what aspects could be more fun? How is the difficulty? What things would you do to improve it? Of course please report any bugs you encounter.

2. Customization
Please mess around with the customization features; there's bound to be plenty of bugs and issues I haven't considered. You don't need to create content you would ever share with others. Just play around and see if you can do the things you're supposed to be able to do. Try creating a character or two and writing a little bit of story for her. Again, what you write doesn't have to be anything serious, but see if things really work.

3. Story & writing
Please give me constructive criticism on the story and the writing for the built-in characters. What do you think of the characters? If there are bits that you think should be rewritten for any reason, please don't hesitate to tell me. I realize some of the story (including the premise) may be corny, so maybe you have suggestions on how it could be better? Of course also report any bad spelling or typos or anything else that's off.

4. Documentation
Is the help file which explains how to do all the customization stuff easy to read and easy to understand? Please tell me if any parts aren't clear. I want the customization process to be easy and fun as much as possible.

5. Any other suggestions you have!
Don't hold back. If you have something to say which could help me improve the game I want to hear it.



07-01-2011
Well it seems that nobody yet has gotten a good ending (a non-generic ending). This tells me that it might be too difficult or maybe unfair?

A good ending requires:
1. The character is in a state of Love or Lovesick
2. You have completed her story route

Everyone seems to be doing well with the first requirement.
The second requirement is tricky because you have to make some correct choices along the way AND some of those choices require that you pass an attribute check. Attribute checks are in multiples of 10; either 20, 30, 40, or 50. (So if you get an attribute up to 50, you'll pass any checks involving it in story events)

I suppose the problem is that it's not clear what attribute checks are coming up for a given character. Also, with the longer stories, you might simply be running out of time to complete them.

For the next release I'm going to make it a little easier to pass attribute checks by making it easier to raise attributes. I might also add a means of getting in-game hints for characters.



07-05-2011
I didn't intend to put out a new release so soon, but there really have been a sleugh of bug reports and changes in the last two days. Testers, please grab the new release (v0.4).

I should have mentioned this earlier but if you encounter a serious bug I'd be greatly appreciative if you can send me a save file prior to the bug's occurrence. The game autosaves each day during the status screen where you can spend orbs so you can use that file. There are a few bugs that have been reported now which I've not able to reproduce and seeing the save file could help me out a ton.



08-01-2011
I can see myself tweaking this game and adding new features for awhile to come, or for as long as people are interested in it, but I'll stop calling it a beta when we get to the point where any new releases will not render saves and records incompatible. There are still a few changes I'm considering that could possibly do that.

Here's some of the ideas for new features in consideration:
- "mental notes" about a character can be reviewed
- generic event for walking to school together
- support for BxB (only if there is interest)
- support for dual character endings
- Mouse support
- additional mini-games

The top two of those will likely make it into the game in the near future.



08-21-2011
The new version, among other things, finally fixes the "script is hanging" error which people with slow computer sometimes encounter after the ending before or during the credits roll. Well, I think I fixed it. If anyone still gets that error at the end of the game, please let me know! I don't have any older computers around the house with which to test it on.

Posts

Also, I find it quite easy, once someone is on lovesick, all you need to do is get a good heartache rate for them, like 3, and fail to go on a date with her, and then you can just go through the rest of the game just ignoring her... And because her heartache is high, you don't need to do anything, because her heartache will just go down by one, and then the next day its up again.
@ahmed_great2005
You got a good generic ending. The good character-specific ending becomes available when you see the message say "* Miki ending available *"

What don't you like about Keika's hair?

@mgiom
151 mode not there... yeah, sorry about that. That's a bug that has been fixed in the current release. You can download it from the front page for now. Alternatively, you can also fix it by doing the following (only read if you have unlocked 151 mode)
Open up the records file in Notepad, change the first digit there to a "3", and save changes


Hmm, some way to skip to the end if you've finished a route.... I intended the heartache gauge to make you have to keep contact with the girl in order to maintain her affection state, but I suppose that could still be tedious if the end of the calendar is a long way off. Maybe if I add another unlockable....

@Ichimaru_Gin
By a tutorial do you mean a video tutorial? The help file kind of is a tutorial, but it sounds like it wasn't easy enough to understand?

About it being too easy once they're Lovesick, it does seem like everyone is having an easy time getting the girls into Lovesick. I could make it a little tougher to raise affection, but then that is kind of what Hard mode is for. Anyway, I tried to balance a little bit more in release v0.4.
author=Ichimaru_Gin
Also, I find it quite easy, once someone is on lovesick, all you need to do is get a good heartache rate for them, like 3, and fail to go on a date with her, and then you can just go through the rest of the game just ignoring her... And because her heartache is high, you don't need to do anything, because her heartache will just go down by one, and then the next day its up again.

i partialy agree with ichimaru here. its easy enough to keep a girl happy once there love sick, when i get (for example riho to love sick, cuz i feel bad if i dont complete her story) a girl to love sick, i just upgrade my phone (which does take a bit of time and awsome pacman-ing skills) and use one call on her to keep her heartache down, then the other one on who i intend to end the game with. perhaps there could be some consequence to not talking face to face with a girl in a while, or mabey there could be bonus backstory for the super awsome ending...or somthing. if you see me play, which you eventualy will when i get my videos up, i get more than a little upset after a day of getting sick, or rolling all the numbers i dont need. finaly landing on a Girl's square and finding out its not backstory, or the girl i dont want...its more than a little dissapointing
author=flowerthief
I could make it a little tougher to raise affection


No. Please. Yes, that's what Hard mode is for. If its tougher, it will be necessary to replay the game a greater number of times. This means, the player has to Ctrl through the common text (which is quite a bit) until they get to the meat. That would be exhausting.
Well some of you will be happy to hear that I'm adding a feature to allow you to skip ahead to the final day.

About heartache... I pretty much counted on the heartache gauge being trivially easy to manage with just the 7 characters. With more characters in the game and more relationships to juggle I imagine it's harder?
Marrend
Guardian of the Description Thread
21781
@ Ichimaru: I thought template.txt had commentary about what each line did? Even so, the help file also has quite a bit of information in it about what each line is about. I'm pretty sure I used both files when I drew up my custom profile.

As for the dice-rolling, I understand the theory behind it. Sure, you can roll the die in such a way as to mot get any event during school phase at all (or land on a "sick day" first thing), but having Forward/Back X items makes it so that one can have a slightly better chance of getting something one actually wants.

I don't think I've meet this drug dealer. Winners don't use 'Drive'. They use a lot of 'Drive'!

*Edit @ Flowerthief: I'm playing on "easy", and I feel like took forever to get Tsubasa up an affection state. So maybe I do need all 101 days? I don't know. All I know is that my custom character generally has three lines of the AFFECTION UP lines during her scripted sequences to balance the fact that she comes in on Day 30, and I want her to leave before Day 101.

*Edit 2: How about an ignore feature? By choosing to "ignore" a girl, she would disappear from the game (essentially an ENCOUNTERS OFF/NUMBER UNKNOWN scenario), but you also don't get any of her scripted events, even if the player would otherwise qualify to get them. The game would only skip to the final day if the player has "finished" girls who's are not ignored, or if the player otherwise didn't meet the requirements to meet a girl in the first place. Technically, I guess it's more flavorful to get encounters with Miki and tell her to shove off, but as an option for non-harem players...
author=flowerthief
@ahmed_great2005
You got a good generic ending. The good character-specific ending becomes available when you see the message say "* Miki ending available *"

What don't you like about Keika's hair?

I doesn't suit her....probably....or it is her hairstyle that doesn't go well with her hair color that is greenr.Well I don't hate it that much now so you can ignore this suggestion^_^

@Marrend
Well, keep in mind that dates are an opportunity to raise affection more significantly than usual. Although the bar gets raised with each higher affection state, it isn't so hard to raise affection once you start going on dates.

An ignore feature...I've never seen a dating sim that utilized one of those. There's a practical reason it wouldn't really work since several story events include the appearance of a character not central to that route. For instance, Miki shows up quite a bit throughout Riho's route. Another example is during Keika's route where Tsubasa briefly gets involved in her story. Tsubasa is the only one it'd really work with since her route is independent of all other characters.
Marrend
Guardian of the Description Thread
21781
I'll admit that I'm coming from the perspective of focusing on one character. If that character doesn't require getting events from other characters, then an "ignore" feature becomes incredibly useful. Though, to be fair, I never got far enough into the game to get a date sequence to see how much affinity I could get in such a sequence before I upgraded to the new system.

However, the way I was thinking is that while Keika and Miki have some overlap (there may be other overlaps I'm not aware of), Keika's events would be disabled via Ignore in "her" story events, not ones linked to Miki's story events. In other words, if an event is devoted to conditions that deal with getting just Keika's ending, Ignoring her would disable those events. Well, that's the theory, anyway.

I dunno. If you don't really feel like it's necessary, or against the genre, or if you think it would be more fun to tell the girls off (it kinda is), then I guess you can leave it as-is.
It might be fun for there to be some events you only see if you've made the character Dislike you XD I just might add some, for Miki at least.
First off; great work. The game is addicting enough that I played through in one sitting.

That said, here a few observations:

1. Some of the font is a bit hard to read. Maybe darken the textbox a bit?

2. The part time job seems a bit rough even on normal setting. Maybe slow down the guys who beat you up a bit? Or better yet; ramp up the difficulty as you progress through the story.

3. I had the game crash on me once. Sorry I didn't grab the save file but I can walk you through what happened. 61 day, Saturday I went to the fashion mall and got the old bike event. I went to the convenience store, and they tried to sell me a used toy. Went back to fashion mall. Got the old bike event again. Chose the nearest road option and the game crashed during transition.

And I found 4 girls, finished on generic ending 2.
Yikes, that convenience store bug is prominent enough that I'm gonna have to get a fix out today. Will do that now.

About the font being hard to read, you mean the conversation choices, right? Yeah, I've been pretty stubborn about that. You're of course right that it's hard to read when the background is dark, but every time I've tried tweaking the font color I said to myself, "No, I still like the font black".

Thanks a ton for the feedback.
I found some typos while playing.

Game Story 1; Story 4
Line begins with: "Better hurry! The sands in the hourglass are a'spilling'." There is a space missing in between a and spilling.


Game story 1; Story 21; branch D
Line begins with: "Not sure yet...or so I'm told"
the last part of that line is missing a period.


Game story 4; Story 6
Line says: "Any potential sweethearts?"
sweethearts is not technically a typo, but a space in between would make for easier reading


Game Story 5; Story 4; branch B
Lines says: "Why would I chase Miki if Miki...
I believe a comma is missing; why would I chase Miki, if Miki...


Game Story 6; Story 2 ; branch A & C
In both these scenarios Keika says tutalo as a farewell. I think its spelled too-da-loo


Game Story 12; Story 7 ; Ending 7
Line begins with: After the trip...but anyway, my dad doesn't is happy...
i think "doesn't" got slipped in by accident


...And finally a suggestion.

Player character talks alot about taking mental notes. I thought it might be cool if you could add a mental note feature. After making the evening phone calls, players can then review mental notes if they want. Mental notes would have information girls have told you, like preferred dating locations, when was the last time you talked to them, what gifts you've given them so far and could include player character's opinion on the girl.

*edit* just found another typo
Game Story 5; Story 29
Line says: "is Miki with you."
should have a question mark instead of a period

Marrend
Guardian of the Description Thread
21781
Now that I'm actually play-testing Masako in the engine proper for a change (Whaaaaat!?), I'm having a hard time getting her introduce event, despite knowing the exact conditions that it occurs in. Even after setting the event's priority to "high", I've yet to get the event in several consecutive visits to where she should be. Anybody else have this problem, or is there something I'm missing?

For full disclosure, I did manage to get her pre-intro event, and, if if makes any difference, I'm not playing in "Clean Mode". Playing with Clean Mode enabled gave me an error about how there was no event when landing on a girl tile. I presume that "Clean Mode" was only reading Masako's events, and since she doesn't have an event until Day 5 (I've moved the events up for testing purposes)...

As for the precise message(s) I get with Clean Mode enabled:
Error: No introduced encounterable characters available to appear in a generic event.
Make sure you have added at least one custom character before playing in Clean Mode.
@ Marrend i would assume that not meeting the character until day 5 may be the problem. mabey you could place some kind of moderator (temporaraly for clean mode) so that when you land on a girl tile it dosent have the error
Marrend
Guardian of the Description Thread
21781
I only get that error message when I'm in Clean Mode. Outside of Clean Mode, I get her pre-intro event, though not necessarily on Day 5. I once got it on Day 8 because of hitting "sick day" tiles, or the fact that having high priority doesn't necessitate that the event will happen, only that it has a higher probability of happening. Note that she is not actually "introduced" proper. Making the event available on Day 1 would do nothing. Particularly since it happens at the end of school phase ("Front B")!

Anyway, getting her pre-intro event at all suggests to me that I have access to the rest of her events, assuming I met whatever other conditions there are for them. That I'm having trouble with getting her next event may mean that I'm randomly not getting it (possible for a high-priority event, but unlikely), or that the EASY difficulty that I'm playing on somehow only allows three girls to be "in game" at a time, or there's some other indescribable weirdness afoot. I will be attempting this on both NORMAL and HARD difficulties to test this theory I've got about difficulty setting thresholds.


*Edit: After some playtesting, it seems that having three girls is the limit of this game, regardless of difficulty level. One can't not get Miki, as landing on a girl icon in school phase gets her intro scene. Keika is linked to Miki's events, so getting her is also essentially unavoidable. Agreeing to race against Miki helps me avoid meeting Tsubasa, but I usually run across Riho before Day 10 dawns (when Masako's actual intro event opens up).

I suppose the best thing I can do is reduce Masako's initial stat check, and have her intro event on Day 5 with her pre-intro event on Day 2 or 3, or whatever. However, I really hate doing this, as I wanted her to be generally difficult to get. The way the game engine stands, as far as I see it, she's literally impossible to get.


*Edit 2: Even after doing all that, I still can't seem to get her introduction event in-game. I think I have to alter the initial event so that it's an introduction event rather than a purely informational event that says, "Hey, there's a character that you can meet at this location!" It will still be that, but worked a bit differently.

Sorry for all these edits and stuff, but I never thought my character would cause these many problems.
@dude797
Hey, thanks a lot for those. Sorry I didn't notice your post until just now. I'm gonna credit you as a tester just for that.

@Marrend
The last version of your story file that I've got had that problem with the uncommented comments that we talked about which was generating warnings. Were you able to eliminate all the warnings? If you still have uncommented lines in Story 2 before the PLACE declaration, then the PLACE declaration won't be properly recognized, and that's one thing that could cause the story to never come up.

Other than that nothing looks amiss to me. Just to be clear, you're getting Story 1 but not Story 2, is that right?

About the error you get with Clean Mode on... you've convinced me I ought to replace it with some generic event with no characters in it. Although that could definitely get repetitive for players. Until a girl is introduced, that generic event will be the only event they ever see.

I should note btw that if no girls have yet been introduced and there is one valid story event that introduces a girl, then it *will* get selected no matter what it's priority. (That's what allows the very first story event that introduces Miki to be selected even though the priority of that event is medium) I should prob'ly add this to the documentation.

About 3 girls being the minimum you must meet with Clean Mode off, that is correct. If you take the shortcut in the race with Miki you will have met only Miki, Keika, and Tsubasa. To avoid meeting Shihoko later on you must not approach her when you stumble upon her after school. (which will cause you to meet Tsubasa if you haven't already) To put it another way, there are two mandatory events from which one character or another gets introduced. In the first you will meet either Riho or Tsubasa. In the second you will meet either Shihoko or Tsubasa.

But there is no maximum. It should be possible to meet Masako along with the entire cast of built-in chars.
i found a missing graphic. this happened after i bought the robo janitor and sent him to do the dirty work. I'm using 151 mode and this is the 125th day.

Marrend
Guardian of the Description Thread
21781
@ flowerthief: I was able to fix the carriage returns, so that wasn't the problem. The problem, as I now see it, is that Story 2 was somehow expecting Story 1 to have been an introduction, even though it clearly wasn't. I've since modified the file again to make Story 1 to be an introduction event. For full disclosure, my most recent playthrough had Miki, Keika, Riho, and Masako unlocked.

I'm also slowly finding out that I clearly had no clue how the Heartache counter worked when I made Masako. As I see it, she requires the fast-forward-to-final-day method (preferably at instant speed rather than the usual "wait for Saturday"), or you cannot get her character-specific ending. At least, that's how I'm reading the help file? I will test that particular theory out in the course of the day.

@ beta testers in general: How is it that none of you other guys/gals/whatever picked this apart like you're supposed to?
author=Marrend
How is it that none of you other guys/gals/whatever picked this apart like your supposed to?


ima be honest here...i have barley goten into editing and have only just recently thought of an IDEA for what i want my girl's story t be, so i havent seen to much of the story editor