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Getting Started/Building your stats…..
Once you have saved enough , you can buy a bike or even a car which gives you access to the beach (to take a girl on a beach date, you will always need a car).
IMHO The WIKI is the hints. This game has the BEST WIKI I've seen for ANY game I've ever played. I understand many don't want to use it but they are here on Discussions looking for answers that 95%+ are in the WIKI!
Need more tips/hints? Check out the Andrealphus Games wiki here!
Like "Minami suspects something" as far as the home harem. But then after it would be listed how to trigger the next sequence for that.
HTTP Strict Transport Security (HSTS) out of date
Details of what certain in game items do before purchasing them would also actually be really great, i.e. blue pill? I know now what it is, but I never would've guessed what it was till I searched, and we shouldn't be required to go treasure hunting in steam discussions for it.
Site is working per my check today
during the entire event, rollback is disabled and pressing escape fails to open the menu, instead pressing escape opens the save game page.
Love the visual novel / game. It's hands down one of the best I've come across. BUT the hints are the worst and very frustrating for forming of the Harems (esp. office and home). I'm saying this as someone that's currently in 3rd yr in game and running like 90% of girls in all their available harems...at the same time. But NEVER could have done most of that w/o outside game help.
I love that game / VN forces you to use your brain over time to figure out how to influence the girls in just the right manner (without cheats that is) BUT when you get to doing harems it's almost impossible to do correctly WITHOUT going to outside game documentation and basically doing homework to play a game. Mainly that's because the "hints" split off from following 1 Story Tracker hint sheet to trying juggle 2-5 different ones often not knowing which one has priority at the moment? Then you find out you followed wrong 1 one 1st screwing you out of progress that could take you days to weeks of RL time...and now you got to Re-load a save and start over....often forgetting other things you already did for other NPC's as well.
I'm not just guessing that the 2 issues combined will make the ADHD folks rage quit but also big a big turn off to the folks that just aren't going to spend time doing homework to play mainly text based game / VN... you can read quite a bit of the b%tching about it in the discussion forums.
I don't program but know enough about VN's to know it's a limited program in that you have a limited amount of ways to trigger events and overall it looks like new events in this VN were added in separate packs over time, thus having different Story Tracker goal sheets. But it shouldn't call for whole game overhaul or anything crazy to add a text line to existing hint sheets when you need to go from one sheet to refer to completely and totally different hint sheet? Over time, I've just learned to watch the end round popups on the right hand side to indicate when Story Tracker changes are made by the program to see program is making changes and then re-scour the Story Tracker log to see what new things it added, but most folks won't know to do this.
Ex. You're starting to work up on Bree and Sasha to form the Home Harem, so now you're going from each individual NPC sheet to a 3rd Harem sheet. So have a text line added to each at the point it's possible to activate the Harem trigger (or in game pop up) saying something along the lines of "Now you've progressed this NPC relationship to point of forming a harem, NTR, etc. To do this successfully follow the Harem hint sheet or risk losing one or more of the girls in this harem!" Or something to that effect.
Another easy fix for less player frustration is to make a list (Like a simple static list) of names) to each Story Tracker hint sheet for Harems of who is possible to be gained or lost in that Harem. This is often completely unknown without going to outside game documentation as the Story Tracker hints may not appear for another NPC WITH A NAME until you've already done something to screw you out of involving them. Many folks like the challenge of trying to figure out the right twists and turns for the cheese at the end of the maze...but when you can't even see the maze or know what the prize is to find until you've lost it already can be pretty frustrating. This would give players some clarification of by limiting scope of specific individuals (and their specific Story Tracker sheets) vs. here's the game, close you're eyes and feel around in the dark for like 20 odd NPC combos for the win!
Sorry this ran on long but wanted ya to understand I was trying to help provide some constructive feedback to try to make simple suggestions that should make your VN more enjoyable to many more folks NOT just another player b&tching about things you could never fix w/o making whole new VN / game. I've seen how VN's are becoming more mainstream here on $team, esp. adult ones and think you guys could do great if could make it simpler to follow NPC progression with bit more IN GAME-kick-the-player-in-buttt-in-the-right-direction-ing.
From the WIKI..... https://wiki.andrealphusgames.com/wiki/Lexi#Pimping_Lexi