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Hey there, thanks for your comment. There are no guides for now for public versions, only for supporters on Patreon, and even though since I work alone on this game I only update the cheat-sheet every year or so. 

In the newer builds on Patreon, there's also a "Show Notification popup" system that tells you when your answer is good or bad, it essentially shows the reaction of the character towards what you're answering. 

The game is not yet complete, there's a lot to do, so right now I usually encourage people to check all possibilities as much as they want :). 


About the Android version: I totally forgot to update the main page, gonna do that as soon as possible.Thanks for your time.  

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Ooooohhhh, that explains a good bit, and sorry if my past comment or if this comment seem a bit antagonistic, I am just really bad at wording lol. (If it's not obvious, I really do like this vn and I hope you get some help with developing it so you don't have to do it solo.) Honestly, I'm really surprised that you work on this SOLO, this is a really good VN, it's obvious even with the little I've read.

As a person who regularly plays turn-based games, I can traverse complex systems; routes and points are simple enough to find, so it really isn't a problem at all. Although, I do want to see the best route without worrying if I made a fuck-up 8 hours before at the first part of the route by accidentally saying the Slightly Wrong Option(tm) or getting one less point that screws me over! (No joke, I once made a small mistake at the beginning of a vn, and about 5 hours of reading later, I got a worse path for that one fuck-up since I had one bad point.)

This isn't just me either, a lot of people want some sort of indicator of their route in general, and this complaint stems purely from the fact that this game is great and people want to experience the best from it!

Two toggleable options to make it better are 1:  an option that shows the route you're on without spoiling or revealing the other routes, or 2: an option that just shows when an important decision is being made and if you start going down a new route. (I know I keep saying route, but I do just mean general path or split even if temporary. And remember, it doesn't matter if those paths don't change things in the long run, it still matters to the reader.)

All in all, I can't wait to read this again! Despite the drawbacks, it really is a great novel that I WILL read through whenever my damn monkey brain can settle down for 20 simple minutes!

For now in the current version I have a few things to help people out without guides: There's the notification system, it tells you what your answer made the character feel with color coded words so you can know what was the best option (you need to save before answering anything), Path Finding, which is a simple feature that shows the face of a character on an option, this way you can see who you will meet when answering something. 


When the game is released there will be an actual guide coded into the game's gallery, once you end the game with a Normal ending for any character, it will unlock the cheat sheet in-game so you can check on it at any time. (Although I'm considering creating a Datalog menu for that in the future).


Don't forget that Just Friends is right now on build 0.84 on Patreon while it's the version .59 for the public, so these new systems only exist on later builds.  

And yeah, right now it's only me working on it, whenever I save enough, I pay for more art  but that takes quite a good while. But I do my best to make the best possible story. Once the game goes out fully finished, like I said, there will be a system inside the game that will be unlocked as you finish the game, or as you play the game, I still need to figure out how to implement it . Overall though I'm focusing on writing all routes, right now, as of today, Just Friends is around 40% scripts done, and I update the game monthly. 

Thanks for your suggestions, I'll keep them in mind too! And thanks for trying the game out it means a lot.