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then there's also the fact that it didn't fit from a narrative perspective, but nobody really cares about that
ultimately it's one of those features that seemed cool on paper, but weren't anything special in practice, and it's inclusion for more levels would've been a waste of time & effort, when i was already pressed for time
the inclusion of social stealth mechanics was already a dev time hog, and so while the day/night selection idea was scrapped past that one level, i tried to make up for it by adding a different flavor of social stealth to the Apartment Alleyways level (where you can remain "unsuspicious" to the patrolling police by being inside apartments) - that required far less time to implement, which would not have been the case for more day/night selection levels