DON’T PLAY WITH ME RN.
Ari ☆
Creator of
Recent community posts
Thank you for your feedback!
I felt like it’d become tedious to have to redo all three character interactions at the end of each of them. You only need to get one question wrong in order to fail the character interaction, and the time frame of the GMTK wouldn’t have allowed me to write separate interactions for each hypothetical day. So even if you got one question wrong you’d have to go through all ten questions again and again until the day ended.
I also wanted to avoid the concept of a time loop because I knew it’d be heavily used with this theme, and narratively it would’ve been a lazy explanation. The loop of interactions is meant to just be a game mechanic rather than a plot point if that makes any sense. I originally wanted to incorporate some kind of dislike/like bar or heart system but ran out of time. The challenge is guessing and remembering the right answer based on what you think is more socially acceptable, but the options are meant to be vague so the right one isn’t completely obvious. That being said I didn’t really intend for the game to be difficult so it is meant to go by pretty fast, skipping the parts of dialogue you’ve already gone through to get to the stuff you haven’t was expected.
Thank you for your feedback!
I tried my best to make sure every player experienced at least one loop, but there is always the possibility of playing all the way through, guessing every right answer. If I had more time, I would have liked to have a workaround, but that kinda thing is inevitable with a visual novel format.
I would suggest players purposely get questions wrong if they want to experience every interaction!
Any similarities to Tokimeki Memorial are purely coincidental. I've actually never heard of the franchise before your comment. But after listening to the soundtrack, I hear the similarities LMAO!
I originally had plans for the interactions to alter after restarting, but ultimately ran out of time! I wish I could've done something more intuitive. This was my first time ever making a game, so I didn't wanna make it too difficult before I learned the ropes.
