Re: Trick and tips!
Posted: Fri Nov 25, 2011 12:19 am
Not sure where the proper place was to post this. First, am still enjoying the game after several plays. And absolutely love amy. Tend to have a difficult time trying to determine from a demo if I will like a game enough to purchase it. Always is a game that I was fairly certain I would like. Amy's spirit and her reactions are a wonderful way to create a character. Her I'm awesome reaction is my favorite. Would have liked a few more comments included since they are used so often. But this is a small point. Also like her name and how she doesn't actually use her full name. Would be interesting to hear what her take on this is.
Game wise, I've played a number of dating sims and this strikes me as dating sim light. There is no true dating actually in the form of selecting places. To get the basic ending, only relationship level is required. At least it seems this way to me from playing. Morale is important to get good results as well as energy. But does the other stats factor in? Seems it is only necessary to get relationship to a certain level with visits and then visit various places to get the events to occur for the rest of the relationship points. Don't see where creativity, discipline, etc tend to mean anything for a standard ending. And only one of these is needed for the best end. Not 100% certain since I don't know what drives the side events. But it seems to be relationship level. Plus various locations aren't needed depending on who you are trying to end up with. Going for Aaron means the gym isn't much use except for the side event there. This is rather disappointing, as the game is spent building stats that don't seem to be needed. Plus relationships other than the ending character aren't needed either. It would be more interesting for me anyway if the other stats were a factor. That you would need say a good relationship with the love interest as well as say a friend character of the love interest. Plus a character be interested in more than just the one stat. Didn't discover a lot of use for the items. When I bought the relaxer to sleep, still had problems with noise that there was no product to address. The dress would have been nice as say for a formal date at the end but only seems to be needed if you are going for the character who has the creativity stat I believe it was.
I enjoy the game as I said, but think addressing the above items would make the game better. The length of the game may need to be increased to make the suggested endings possible. But extra days under the current format do not appear to be that difficult to address. Hope you will consider these suggestions for this game. If not feasible then consider them for a future similar project. Thanks for the game.
Game wise, I've played a number of dating sims and this strikes me as dating sim light. There is no true dating actually in the form of selecting places. To get the basic ending, only relationship level is required. At least it seems this way to me from playing. Morale is important to get good results as well as energy. But does the other stats factor in? Seems it is only necessary to get relationship to a certain level with visits and then visit various places to get the events to occur for the rest of the relationship points. Don't see where creativity, discipline, etc tend to mean anything for a standard ending. And only one of these is needed for the best end. Not 100% certain since I don't know what drives the side events. But it seems to be relationship level. Plus various locations aren't needed depending on who you are trying to end up with. Going for Aaron means the gym isn't much use except for the side event there. This is rather disappointing, as the game is spent building stats that don't seem to be needed. Plus relationships other than the ending character aren't needed either. It would be more interesting for me anyway if the other stats were a factor. That you would need say a good relationship with the love interest as well as say a friend character of the love interest. Plus a character be interested in more than just the one stat. Didn't discover a lot of use for the items. When I bought the relaxer to sleep, still had problems with noise that there was no product to address. The dress would have been nice as say for a formal date at the end but only seems to be needed if you are going for the character who has the creativity stat I believe it was.
I enjoy the game as I said, but think addressing the above items would make the game better. The length of the game may need to be increased to make the suggested endings possible. But extra days under the current format do not appear to be that difficult to address. Hope you will consider these suggestions for this game. If not feasible then consider them for a future similar project. Thanks for the game.