Nice update. Me likes. Dunno if you like feedback. If you do, novel incoming. ;)
- Uncle Buck's letter (when you first enter the lobby) has Riley running the diner and Jade running the coffeeshop.
- The new time of day system is simple and elegant. I like it. You should probably remove all explicit calls to advance_time (except for sleep and wait), though, especially if they're called after use_energy which seems to be always. As it is e.g. doing repair work in the motel in the morning pushes you right into the evening, even though there's still 60 energy left.
- Giving gifts to Summer or Diana is broken. The related section is missing the jumps to the gift labels and the gifted_today flags aren't set either. The actual gift sections are all black.
- After the first time Biscuit isn't shown in the player_room anymore.
- In the evening/night Biscuit doesn't line up with the counter in the lobby.
- Buck's floormat inventory item isn't protected as well as some of the new items.
- There's some duplicate dialogue when entering the coffeeshop.
- The tiered dialogue system is pretty nice. Would be even nicer to have a generic talk as a repeatable option at the end of the tiers if the relationship isn't high enough to advance into the next tier or if you're in the last tier already. Also with the gifts system - which I like - and other options to improve relationsships it's easy to advance to the next tier and miss dialogue. Would be nice if the system showed all dialogue first, before advancing to the next tier. Just something like 'if rel_lou < 15 or lou_t1_seen < 3' in the nav conditions.
- Drinking coffee gives a Riley relationship boost and raises the risk to miss Riley dialogue. Would be better if that only gave energy. Unless you change something so you can't miss dialogue anymore.
- Would be nice if all the gift options in the grocery menu had 'and not has_item("...")' conditions. As it is, you can't tell what items you already have and possibly waste money while not actually buying things. Also buying something should jump back into the item selection and not the main store menu.
- Would be nice if the Sleep action on the map screen would switch to showing the player_room instead of just a black screen.
- The V2 barista minigame adds the ingredients in the wrong order, at least I'd expect to fill a cup from the bottom, not the top. Would also be cool if the ingredients snapped back to their grid after use. Or actually, I'd prefer if the ingredients were just buttons tbh. Also labels or hover effects would be nice on V2 btw. Dunno if people who didn't play V1 and/or aren't in the know about coffee stuffs could e.g. tell milk foam and whipped cream apart. It is a nice minigame in any case, though, beats any of those frigging match 3 games by a mile.
- The Velvet Curtain visits are counted every time when you enter the menu, so entering once, using the available non-naughty options and leaving already counts as 3 visits. Really makes more sense to count in loc_gloryhole instead. Might make sense to differentiate between visiting and actually participating btw.
- A couple type guest checking in with a single name is a bit weird. I've replaced line 303 in the motel_guests file with this snippet. Makes it a little nicer. ;)
$ _partner = ""
if _new['type'] == 'couple':
$ _partner = _(" and [_random.choice(GUEST_FIRST_NAMES)]")
"Checking in: [_new['name']][_partner!i], [_new['desc']]."