Sorry to bothering you...Here are a few small requests for your consideration, along with some conceptual code implementation ideas:
The Island:
Stowaway mechanic: Players could use the "Shark Unbirth" feature to reach the island directly without buying a ticket, while also triggering the Shark Town storyline. (Prerequisites: Relationship level must reach a certain threshold; an option appears: "Can't afford the ticket, can you help?" followed by location choices like VORE, UNBIRTH, etc. The player is then teleported to the ship's cabin.)
Please tweak the walking movement on the island; I keep taking the wrong path. -_-!
The City:
Add a dedicated salvage spot on the coast for retrieving underwater trash. (You know, the "Wendy's Room" effect is hilarious.)
Add a scrap yard where players can scavenge trash and sell items, instead of going to the police station.
Add an amusement park (friends have suggested this before, and so have I). Players could even sneak in without a ticket... plus, there could be new NPCs and encounters with existing ones.
Snowfields:
Add UNBIRTH NPC.
Mobile Phone:
Obtain the phone number after increasing an NPC's affection level to arrange dates, rather than using "Dimensional Call" right away.
(Date code logic essentially involves switching the player to a specific map. It’s basically a version of "world map teleportation." Simple example: Player calls Amanda. If the time falls within Amanda's lab operating hours—True: Amanda answers. Options: Go out to eat / Go to the lab / Just say hello. Choosing "Go out to eat" triggers a unique date scene requiring an affection check. "Go to the lab" actually teleports the player there; the map-switching code is identical to entering the lab from the shop. "Just say hello" involves a brief chat before hanging up. For island characters, the player would need to obtain a "Lifetime Ferry Ticket" to enable this teleportation.)









