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So I decided to look at the code and it seems like raising stats to high levels does not matter that much, but your successes matter a lot (as in: you need high stats for a success but not a certain number on one stat to impress a character as far as I've seen)! Whenever there is a skill check you suceed in you gain a certain number of "relationship points" and depending on the character's favourite stats the number of points you gain varies (e.g. when you succeed in a Boldness check for Damien you gain 12 points in a short game and 7 points if you succeed in a Fun skill check, all other skill checks do not give you any relationship points and only raise your stats as shown in game from what I understand.) In a short game you need to aquire 50 of these relationship points to get a date (72 in long).
Then there is also "LovePoints", which you need to earn 7 of in a short game (15 in long). I assume these are the chibi heads with the heart floating up on Cafeteria choices and some other events? There are different types of events:
Standard,
LoveChoice,
Normal,
GoodRelationship,
BigPlotline,
Item,
Cafeteria,
Interactive_A_ChoosePlayer, (Multipayer only)
Special,
Interactive_B_HelpOrHarm, (Multipayer only)
Interactive_C_OtherPlayersStats (Multipayer only)
but I haven't figured all of the connections out yet. Both successes and failures from LoveChoice are added to LoveModifactors though, the sum of which is somehow added/subtracted to your relationship points at the end... or something. I only have some basic understanding of programming thanks to my husband being a programmer, but I mostly assume and deduce from the few scraps of code I understand - all I'm saying here could be completely wrong. ;)
Anyway, secret endings always trigger before normal endings and I just tried a run going for Miranda with those rules in mind (get 7 hearts and acquire 50 points through skill checks - Miranda's values are 9 points for Money, 9 points for Charm and 9 points for LovePoints, though I really don't understand how these work yet..) and sadly I triggered a secret ending so I can't say if those rules apply or not. I'll test my theory further though and report back.
But I feel like part of this info should be explained in game as right now it feels like we all are just randomly trying to explain whatever is happening in the game by guessing without really knowing any of the underlying mechanisms of this game. How are you even able to "compete" if you don't even know the rules and winning conditions of the game if you play this in multiplayer..? XD
I feel like some sort of indication of how many points you get for an answer, like... 3 floating hearts if you get a lot of points, one if you only get some and nothing if you get no points at all because you chose the wrong stat or failed would be extremely helpful. Something similar to how it's done in the Persona 3-5 games for example. I wouldn't even mind a stat bar that fills up as you earn points, so you know for sure how far a long you are with a character.
I also feel like (at least in single player!) it would be nice if you could see which stat is required for choices you've already seen before. I doubt the main audience for this game is really playing mostly multiplayer. I've personally played two games with my husband, one game with him and another couple, one game with a friend online (the only other person I know and would ever play the game online with, we both backed the game on Kickstarter) and about 25 times by myself. There's so much reading and our 4 player game lasted about 3 hours (not using the random player order button but discussing the questions asked added A LOT of time to the game) and most of my friends just aren't that much into visual novel dating games either (actually, just that one friend who also backed the game on KS ;>). I'd assume most people are interested in unlocking things in single player and some quality of life features to make things less of a random guessing game would be nice. ;)
I think the intention is that it's a party game, and failure isn't that big a deal. They probably don't want you to "game" the system. I do however agree that more information should be presented. If I succeed every single check for a character and still get a "no" at the end, it may be a bit much.
But like I said, I don't suspect that's how most people will play the game all the time and unlocking everything is more of a single player thing, that's why more info would be nice in SP (I can totally understand why it should be left out of MP though).
After my 4th play through with Miranda I'm somewhat confident that at least some of my theory is correct. All of her favourite stats give her 9 points (Charm & Money, as well as 9 points for love points) so she's easier to keep track off (everyone else has varying point gains). Here's everyone's point gains (short game/long game):
Damien likes Boldness (12/17) & Fun (7/10)
Vera likes Smarts (10/15), Charm (9/11) & Money (8/10)
Liam likes Smarts (12/16) & Creativity (12/16)
Miranda likes Charm (9/13) & Money (9/13)
Polly likes Boldness (7/10) & Fun (10/15)
Scott has no favourite stat. He gains all his points from LovePoints (I'm still not sure what this is though..) I'm pretty sure I didn't have 7 chibi heads with hearts pop up in my last game when I asked Miri successfully out for prom, but I counted at least 5. If I counted correctly I acquired 6x9 = 54 points in my short run and 50 are needed.
LovePoints for everyone are valued like this:
Damien (8/16), Liam (7/14), Miranda (9/18), Polly (10/20), Scott (10/20), Vera (12/22)
If my suspicion that LovePoint values get substracted when you fail a skill check and added if you succeed might explain why Vera might be hard to date (-12/-22 points for a failed skill check would be a lot). But yeah, I have no idea if what I am assuming is really true. It's hard to test it out well with all the randomness in the game. But I hope this might help a little with unlocking more endings. :)
Btw these are the values as shown in the code:
public const int TurnsCount_ShortSingle = 9;
public const int LovePointsNeededForGoodRelationship_ShortSingle = 7;
public const int StatsSumPointsNeededForSuccessEndingNone_ShortSingle = 50;
public const int Success_PollyLovePoints_ShortSingle = 10;
public const int Success_PollyFun_ShortSingle = 10;
public const int Success_PollyBoldness_ShortSingle = 7;
public const int Success_VeraLovePoints_ShortSingle = 12;
public const int Success_VeraSmarts_ShortSingle = 10;
public const int Success_VeraCharm_ShortSingle = 9;
public const int Success_VeraMoney_ShortSingle = 8;
public const int Success_LiamLovePoints_ShortSingle = 7;
public const int Success_LiamCreativity_ShortSingle = 12;
public const int Success_LiamSmarts_ShortSingle = 12;
public const int Success_DamienLovePoints_ShortSingle = 8;
public const int Success_DamienBoldness_ShortSingle = 12;
public const int Success_DamienFun_ShortSingle = 7;
public const int Success_ScottLovePoints_ShortSingle = 10;
public const int Success_MirandaLovePoints_ShortSingle = 9;
public const int Success_MirandaMoney_ShortSingle = 9;
public const int Success_MirandaCharm_ShortSingle = 9;
There's a lot more to it, but these are the values I'm talking about.. just for some clarification. Would be cool if one of the programmer's of the game could step in and explain it all to us though. ;)
public const int TurnsCount_RegularSingle = 18;
public const int LovePointsNeededForGoodRelationship_RegularSingle = 15;
public const int StatsSumPointsNeededForSuccessEndingNone_RegularSingle = 72;
public const int Success_PollyLovePoints_RegularSingle = 20;
public const int Success_PollyFun_RegularSingle = 15;
public const int Success_PollyBoldness_RegularSingle = 10;
public const int Success_VeraLovePoints_RegularSingle = 22;
public const int Success_VeraSmarts_RegularSingle = 15;
public const int Success_VeraCharm_RegularSingle = 11;
public const int Success_VeraMoney_RegularSingle = 10;
public const int Success_LiamLovePoints_RegularSingle = 14;
public const int Success_LiamCreativity_RegularSingle = 16;
public const int Success_LiamSmarts_RegularSingle = 16;
public const int Success_DamienLovePoints_RegularSingle = 16;
public const int Success_DamienBoldness_RegularSingle = 17;
public const int Success_DamienFun_RegularSingle = 10;
public const int Success_ScottLovePoints_RegularSingle = 20;
public const int Success_MirandaLovePoints_RegularSingle = 18;
public const int Success_MirandaMoney_RegularSingle = 13;
public const int Success_MirandaCharm_RegularSingle = 13;
Vera has 3 stats she likes though, which should make her easier? She's hard if you fail too much, I guess... Would make sense for her personality-wise too, as she likes perfection.. ;)
I can only guess it would succeed if the bloody interdimensional prince doesn't come in and hijack two events, depriving you of two opportunities to earn points with her. Cause other than that I did everything right and she still said no.
Yeah, I had no Prince, so that probably helped. I had 10+ smarts, charm and money and knocked out any encounter with her in her favour.