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Tower Topper is possible to "win" by proving to Britney that the game is rigged and impossible to win by getting to the top line and showing how the block skips over the winning position. You can further "win" the game once Ai rigs it by not making any mistakes that expose how she's not just made the game winnable but impossible to lose. Each game is meant to be a thematic lesson of sorts, with this one highlighting not just Zach's unhealthy amount of prideful stubbornness is a product of an environment where he never had to compromise to avoid failure because someone was always around to protect Zach from facing any negative consequences (his mom, Keisuke, and now Ai), and he's never really acknowledged that outside help beyond resenting it.

Dance Uprising is winnable, but it's very hard. The high scores were set by someone I know who is really good at rhythm games, and what I made isn't a good rhythm game in that the notes had to be procedurally generated based on the peaks of the audio file which won't always line up with a beat. Its lesson is that Zach doesn't necessarily have to suffer consequences with experimenting with femininity if he can trust Britney enough to let her help or save him when he missteps, but he should still try to take middle approach of not being too enthusiastic nor too defiant.

Zone of the Zombies 2 is survivable, but I wouldn't call it humanly beatable. The speed you shoot at is far important than your accuracy, and while it might be possible to drop every zombie if you spam both mouse buttons like a demon, it's not a reasonable expectation. It's meant to be a lesson about being distracted with the wrong objective yet trying to conquer it by himself meant to tie into how Zach's goals with re:Dreamer, but more specifically how Zach sabotages himself when he tries to fight Britney to prove her wrong instead of teaming up with her as an equal partner.

Mrs. Puck Man isn't playable, and it isn't a lesson so much as it is a metaphor for many aspect of Zach's masculinity. He talks a big game about knowing way more about the cabinet than you would expect given the impression he exudes of never actually playing it. He feels upset when Britney offers to pay for it and can feel even more upset when she says "ladies first" as a dig. His forceful manhandling of it when he feels it isn't working can result in breaking part of it (the joystick being a further metaphor for the body part he no longer has and yes I have to word it like this for itch.io). Even if it's a relic of the past, he still feels bad about having broken it with a lingering sadness of disappointment for what could have been but never was. If he's played both Tower Topper and Mrs. Puck Man he can feel so bad that he will even go to the manager's office before he leaves and give back the expensive game console he won on the condition that they use that saved money to repair the cabinet instead of hauling it to the dumpster.

This was more than you asked, but I like giving details like this.

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Thanks for answering my question, yesterday spend whole 3 hours trying to win the tower topper within 3 tries, including after Ai unrigged the game, definitely will check out other possible scenarios that I missed there. Still have to finish Britney route first and then to play through Keisuke's before trying out story jump, mom and that "I'm not sure" route played through at least once each and I'm really interested in how those will develop further. 


By the way what is bothering me is pace of the story, there are 6 months in the season of re:Dreamer ingame and to be honest that is pretty long period of time to fill with the story, basically 5 times (not really 5 but for simplicity will use each option for a partner) and lets just say that each will have 2 endings where Zach/Zoey chose to stay as a woman or switch back to being man, that makes 10 scenarios. Of course filling in all days would be impossible and will make the game pretty much unplayable because of how long it is. It makes me wonder how are you planning to cover that?

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The start of the game is dense as I want to make sure the trajectory of each route is firmly established with the first week of showing what Zach's day-to-day life with a female body (and hiding it) looks like with classes, romance/sex life, extracurricular activities, and social life so that readers can fill in the gaps made by timeskips of a few days or even a few weeks. All routes will anchor loosely around holidays and school breaks, most notably Halloween, Thanksgiving break, Zach's 21st birthday (December 7th; the game starts on October 7th), Christmas, winter break, New Year's Eve and Day, Valentine's Day, and spring break. While not getting into spoilers, each route will have additional focal points (e.g., Britney with the theater club and visiting her family for Thanksgiving break, Keisuke with the swim team), but the game will have an epilogue starting from when the re:Dreamer season ends at close to the end of Zach's freshman year to a few weeks after he graduates so the story ends with a clear idea of what's next in his life. The game can't realistically end with Zach changing his body back due to Zach using his wish for something else he sees as being worth more, but just because this character keeps a female body won't necessarily mean that he will be a woman even though that's probably what most readers are going to get because of the story choices they made.

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Once again thanks for answer, that satisfied my curiosity and even provided more than I was expecting. Wish you all the best on your project. Really exited for what waiting for Zach/Zoey in the future. 

Also worth mentioning that I found its interesting on having to hear different perspectives on the same event (I'm taking about MC mom escaping to meet up with MC dad). In my opinion that is something that I would call surprising but not unexpected when you think about it