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Could we get some more spare days between story related events?

A topic by Kenta created Dec 08, 2021 Views: 288 Replies: 11
Viewing posts 1 to 4

I felt like when I was on my first play through that when daily agenda room gets unlocked it didn't seem to have enough breathing room to explore more than one project/research per play-through, I get that due to the game not being finished this will slowly become less of an issue with more story being added meaning more days to complete stuff, although an extra day or two couldn't hurt could it? :)

I agree it felt like I didn't have enough time to just enjoy the world and characters. If possible I'd love a few extra days of just doing work or talking to characters thrown in.

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maybe if they're able to give you the days happen in the hinterlands to allow us to still assign roles, even if it's just research and exploring, then at the end of the hinterlands section it would update the MC on what the results of the research and exploring of the days during hinterlands. that would allow us to accumulate some research and exploration points, I kept eyeing the gym upgrade but never was able to get it on my first playthrough

I also didn't know what to do to get the gym my first couple of playthroughs. Even with the tutorial I struggled, and I only figured it out on my 3rd playthrough. I'm sure they'll add more days as they keep adding content, so I'm not really too worried about it? I still have not been able to finish Asterion's project no matter what I try though! It makes mesad lol poor moo.

But that's a good idea to possibly add a time to assign roles while in the Hinterlands. 

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as they add more days with content, they probably will also be adding more to the project selection, so it might end up having the same time constraints to explore as it does now. I would love to complete everything in a single run, because then that means I left everyone happy and resolved all of their issues that only the MC's influence on them can do. for example, doing a single cycle run on majoras mask doing all the side missions and dungeons so when you do the final boss everyone has been helped.

I hadn't thought about that, ooooof. Hopefully we'll get some extra time eventually.

A solution to this problem that the devs would also probably give is: do another playthrough! Try getting some of those achievements you missed the first time. Replaying also makes some lines richer, especially after you've known what they allude/refer to. Hearing poetry and Asterion's early dreams and musings again was enjoyable. If you want to get through the game quickly, there's a fast-forward button at the top left. It automatically stops when you encounter new dialogue too. Handy! If you're interested, the speedrunner route is expressly endorsed to be suited for second playthroughs. They've injected exclusive hilarious bits in there-- all the more reason to see it, yeah? 

However, if you only want to see only the daily agenda content, the quickest way I can think of is for you to reload an earlier save with more days remaining. Voila! Finally enough days to finish that lengthy Asterion's project while I try to get Robert to stay guest content you want. While doing this, any achievements you get will persist even if you reload to an earlier time without finishing that playthrough. Abuse the almighty save-reload system in visual novels! Mwahahahaha!

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I get that you can reload and go a different path for the achievements, but I'd like to end a game where I can help everyone and not leave anyone hanging. it's a weird feeling, but it's satisfying when I do it

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Sorry to dash your hopes, but this is unlikely in any build of the game, and will probably never be possible in the final build of the game. The last major update with the least amount of guest content definitely did not have enough days to finish them all. I think that this pattern will continue as they add more side content. And just to inform you, you probably can't help everyone (or exhaust their routes) in one save in the final build because this is a deliberate design choice by the devs. One of the devlogs explains this in detail

Darn, ah well. I suppose I'd just have to pick my favourites then

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The more you know the game and how its systems work, the more you can manage to do in a single run. However, nanoff stated in a Q&A that he disliked how hyper managed the Persona series is to achieve everything in a single play so they've specifically designed it so you can't do that. It's got a different feeling than many VNs that have divergent content as it's usually tied to a route, but here it is only your stats and decisions that affect these.

Specifics (Spoilers)


Managing the danger system and getting Robert ASAP go a long way if you want to up your resources. As of this build, choosing art and grabbing Wolf allows for the most resources to complete projects, however choosing Wolf means you lose out on having both Khenbish and Themba at the drinking game, which is the most fun way to experience that scene. 

There's always going to be a compromise and so you can either worry about that or go at your own pace. The lack of satisfaction is also a major theme of the game but told through a mechanic. Time is a constant factor, whether it's through repetition or the knowledge that you're missing something had you made choices that are different. The most satisfying moment was after multiple playthroughs, unlocking meaningful new dialogue in Chapter 18 by playing my part instead of doing what I would normally do instinctually. There's a lot of mystery just under the surface that you may miss by only min-maxing the ideal route. 

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honestly you guys could just use different backgrounds playthroughs, Math is the most transparent about what you need, while Tech really helps with R&D given the character stats are currently inclined towards contracts