Oh got it. In addition to showing what was left on patreon I thought u were also suggesting using a screenshot like that of the payment history to prove membership. And yea I wasn’t suggesting you would try to game it, just wanted to note how easy it would be to deceive its validity.
And likewise, I also don’t care much for any long ago assurance or whatever that tigger made. I’ve supported every since I caught wind of the patreon and now the kofi—and certainly don’t expect to be additionally rewarded for the support
It would be a nightmare having to log into peoples accounts to check stuff. Even if they were daft enough to let me access their passwords etc., it would take days just to get through the genuine ones, let alone all the people trying to get a freebie
I’m absolutely certain that they still have the information. The amount of time a company is legally obliged to keep financial records for probably differs from country to country, but it’ll be more than 6 months, no matter where their head office is located.
I’d imagine this is just their stock response; partly to avoid any potential data protection breaches and partly because there’s no money in it for them. I’d probably get a more helpful reply if I applied through a lawyer/solicitor or similar and provided witnessed documentary proof of my identity, but that’d cost a fortune.
Hi, I’ve just downloaded the Game and It’s probably the best WG game I’ve ever played. But after Alice’s sister arrives, Alice asks if I’m a feeder and then whatever option i pick it’s game over.
It’s this the ending or I’m doing something wrong?
So, the part where Alice confronts you after her sisters visit and you have the three choices. The game has a scripted break up scene (however it is avoidable). Normally this scene will happen, and you can keep playing through about a week and the game will continue. The breakup is based on romance score which is a variable within the game that is not trackable by the player. You can gain or lose romance score depending on actions in the game and if it is too low rather than the breakup the game will have an actual game over.
The newer thing that was adding in 0.7 is Alice can now pay for things when the MC does not have enough money which results negative romance score. Normally people have an issue of teasing Alice too early before she is comfortable with it or having Alice pay for things and this normally gets them to the point of actual game over.
There is a point in the game that Alice will be okay with teasing normally that point is right around the breakup event and you can tell that her dialogue will change about it. However, you can always play it safe and just not tease her until after this event as (so far) romance score will only have this one negative outcome from being too low. There is no other game over screen and tiggertoo is looking to probably redesign this game over aspect in the future.
My advice is going back in a save far enough (or restarting) and not choosing to tease too early or let Alice pay for things and you should pass the event. Of course making sure to do atleast do some of the things that increase your romance score. Generally being nice to her often results in a plus in situations that award it. However, it is very likely you will get the in-game breakup event that does not result in an actual game over when/if that happens keep playing for about a week.
If you can’t get passed it let us know, I think I still have a save file around to help bypass that part. Although it is a non-break up one. And there is plenty of game left after this event so definitely worth checking out. Good luck.
@Krodmandoon is, as always, completely correct. There are three outcomes to this scenario, of which one is a permament game over (and he’s also right when he says that there’s a fair bit more game if you get through this part).
To be honest, this is the one part of the game so far that I’m not happy with. Not the game over itself, because that is a viable outcome, but the lack of warning the player gets that this may be going to happen.
In the finished version, I’m going to attempt to have Alice give you a lot more warning that she’s not happy. Haven’t decided exactly how yet - but she’ll either comminucate more clearly that she’s unhappy, or I’ll simply remove the game over part entirely.
I think despite my assumption that players were being a jerk to alice too often, because this is how I tested the mechanics in the game myself and how I got the game over on purpose myself. We later found that players with this question were actually just broke. They didn’t realize alice minded paying for things.
So if you do look into clarifying the issue… despite my assumption (and I think maybe you shared it) that players were just being a jerk in general, I think the actual area that lacks clarity is how much alice hates paying for things. And also the more she pays the bigger the penalty grows of course.
Another even more subtle option to avoid this problem might be to just give the player a higher starting salary. The problem with a higher starting salary though is that it will end up causing the player to never realize that the picnic scene is actually important (because it’s a good way to avoid going broke) so they might miss out on some of the picnic’s nearly infinite variations as it’s one of the more in depth locations.
Another idea I had that’s a compromise between giving the player more money and ruining that balance and just telling the player they’ll get a game over if alice pays too often, might be, well uh, what if the workplace just stayed open an hour later? I guess this might have the flaw that it might fool some players into missing alice’s bedtime. Although, I think a lot of players will go in to work with work having 1 hour left before it closes, and choose to work for 2 hours, so that they can work an extra hour (that’s what I always did in my runs.)
So, maybe make the workplace stay open later by 1 hour, BUT add code to check at work if there’s 1hour left before closing or 2 hours left before closing and REFUSE to let the player work 2 hours if only 1 hour remains before work is over?
This will cause everyone to end up working about as often as I did, and result in everyone having just barely enough money to get by if they sometimes go on picnic’s as I always assumed was the author’s intention.
People might be going broke and having alice pay for things in part because they’re losing 1 hour of work per day compared to more experienced players who test the game but also forgot what it’s like to not have all the mechanics memorized already and thusly are actually in many ways bad testers of balance.
Both being a jerk to Alice and the fact that she grows to resent constantly paying for stuff need a little more clarification IMO.
Being a jerk is definitely one way of getting the game over screen, but as there’s no visible track of her feelings about this, players, especially new ones have no idea that there’s any outcome of constantly teasing her apart from her (fairlly mild manered) comments. I’m probably either going to expand the comments - ‘Are you calling me fat AGAIN? That’s one way to get dumped, if you’re not careful!!!’ - or something along those lines; or give a direct option to ask her how the relationship is going, either during a scene or in the phone menu. I’m leaning towards a combination of the two. There’s also the onscreen mood indicator which, as it’s work in progress doesn’t currently track the variable that causes a breakup. A tweak to that is another possibility to give a better indication of how she’s feeling.
Similar thing with her paying for stuff. She does currently get more annoyed about it, but it’s not a clear enough indication that it’s causing big problems behind the scenes. This was one of the last things to get added to 0.7 so was even more work in progress than most of the other stuff. It was always the plan in the next version to make her responses here go further than they currently do.
No current plans to give the player more money. They’d go to work less and potentially miss out on some of the Becca stuff and things such as the breaking chair scene.
Keeping the workplace open an extra hour isn’t a bad idea though. I may look into that adds it to the 16 PAGES (I’m not kidding!) of one-line notes that I have on stuff I’d like to add to the game.
I do feel like, be jerk = break up is something that is almost self explanatory. So, maybe this only needs a TINY increase in hint. Maybe no hint that being a jerk causes a breakup is needed, but a hint that the game HAS a gameover at all would suffice? If the player knows a negative outcome exists, they’ll instantly conclude being a jerk causes it.
Whereas, taking turns paying for dates? That probably needs a lot more clarification. Why? Because it’s not instantly clear it should be what causes the game over. If the player forgets alice is broke it might just seem appropriate.
Heck, if you wanted you could just cause the events that would allow this to occur to simply be selections the player cannot pick (like how it was back in 0.6). You could keep all the work done writing variations on alice paying for after the game over scene. So it would still be in the game, it just wouldn’t be possible for it to cause the game over.
That said, in a lot of fetish games being a jerk has no negative impact because the game is just a power fantasy rather than a more realistic tone of story. So hints on this matter might need to be more heavy handed than either of us can imagine to be ‘fair’.
In real life? Absolutely! But this is a game, and as I’ve said before, it’s seriously f**king annoying if a game penalises you (especially to this sort of extent) without making it clear enough what may happen. I’ve added the option to be a jerk, so many players will assume that there’s no real comeback for taking that option. A new player can take quite a few hours to get to the breakup scene, and I can see why some people get pissed off at having to start over when they didn’t know (and had no real means of knowing) what was going to happen.
The game tracks how paying for dates affects Alice by how often it happens and how much the shortfall is. And if she doesn’t have to pay for a while, this stat will start to improve, so I don’t think too much tweaking will be needed here. SImply a slightly wider range of comments.
The next test version (if I ever finish the bloody thing!) will probably only go up to the breakup part, and will almost certainly include a first effort to improve communication of how she’s feeling, so I’ll see what the testers think and take it from there. Hopefully, by the time the finished game is done, it’ll work a lot better than it currently does without being too heavy handed
Yeah I will say the first time in the new version I saw there was a line for not having enough money to pay for something (was on a Saturday or Sunday in game for me as I had not budgeted myself correctly for rent and things to do). I saw a new line I had not seen before and from that went oh… this is not good If I let her pay. That mixed with tiggertoo saying that in the future they would do something about the “money doesn’t matter” part of the game had tipped me off.
I wouldn’t know how the perception of a new unbiased player sees the fact that Alice has to pick up the tab when the player doesn’t have enough money. I would agree that this might need more of an indication of something negative coming from it. Even though it makes sense that your currently job hunting unemployed girlfriend might not appreciate going to do things and paying for them if she didn’t have to.
No, I shut the Patreon page down last year. Partly because it’s a bloody awful platform, but mostly because it’s way too easy for pirates to mirror your entire Patreon content and the constant piracy was killing my motivation to continue.
There won’t be any new public versions until the game is completely finished.