TheGreatJoeGargery wrote:I really liked this game. The length of the game was perfect, the number of choices available was perfect, the checkpoint system for saving was awesome and most of all the girl didn't consist of only a single personality trait. This wasn't just trying to seduce the shy girl, or be cool enough for the party girl or smart enough for the smart girl or anything like that. You had to figure out what made her tick with the clues provided. There was a subtly that you don't often see in this genre of games. I'd like to see more of that, where the clues you get from dialogue are more subtle and the player themselves have to piece them together without the game telling you. I think most of the time game designers get so excited about how smart they are when they designed the character and will have the game blurt out "she's the way she is right now because this thing happened to her". That's when games tend to get overwritten.
I liked the difficulty, especially on hardcore when you had to be careful to keep your score within a certain range. As a game mechanic this makes sense if you're trying to get lucky on the first date. If she likes you too much then she' s going to hold off on having sex with you to build a relationship first. You want her to like you and have enough desire for you to want to sleep with you but not too much where she sees the potential to see something long term in store for the two of you. Your goal is to be a fun distraction, not a long term partner. I'd like to see that more in games as well, where certain ranges of your score give you different endings and ending with the highest possible score is not necessarily the best possible ending.
Agree, except some of the subtle hints cannot be solved in one playthrough. Although that guarantees repeatability. It is unrealistic to expect the player to know what choices to make. One example is