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The Big Update Vote – July 2025 (Ends July 17th)

🕑 Added 2025-07-09 11:29:23 +0000 UTC

Comments

HornDog Space

It’s really encouraging to see how deeply you’re engaging with the characters and systems—thank you! You're absolutely right—it’s pretty standard for the MC to have a guide figure, and the childhood friend definitely fits that role well. I originally planned her as a chemistry-loving homie, but since I can’t predict which venue will win the poll, I adjusted her background. She’s now more of a tomboyish, everyday childhood friend—neutral enough to fit into any route, but still very personal to the MC. Regardless of which venue is chosen, I plan to let the player invite her into the growing business, where she can serve as a manager or employee. I want her to stay relevant no matter the path—both narratively and functionally. That said, I can only focus on one in-game venue at a time to keep development on track. If a venue-specific feature (like chemistry club pills) is important to gameplay, I’ll try to work in a plausible alternate source—for example, if the sports club wins, maybe her mom runs a pharmacy. Regarding the Chemistry Club’s gameplay: It’ll mainly focus on researching new formulas and selling them to NPCs. Some potions might alter appearances, temporarily boost corruption, or unlock certain behaviors in specific scenes. And of course, club members may end up being treated more like… lab rats than researchers. As for the farm option, I think I’ve already got a good idea of what kind of content people are hoping for there. Now for your question about Sports Team vs. Dojo: Sports Team Leader (College): Recruits student NPCs with stats like Power and Endurance. You’ll manage training, enter regular competitions, and earn school funding when your team wins medals. Dojo Instructor: A smaller, more intimate route. Your only employee might be the childhood friend, who helps run the dojo even when you’re away—so you can still earn money passively while focusing on other things. As for the rundown apartment—it’s surprisingly versatile. Things can get just as wild there as on the farm. You’ll be able to unlock or add new facilities to boost tenant satisfaction, like a private gym, a shared playroom, or even a dungeon for anyone who breaks the weird little rules you set. Even if the room quality sucks, the player can always take a more… hands-on approach to keep NPCs from leaving. After all, some guests just need the right kind of personal attention. Thanks again for all the great feedback—and for your patience! I’ll keep doing my best to build something that’s both fun and deeply replayable.

milkcake45

I would vote for The Childhood Friend 1 I think this will be a versatile character. Based on "always there when you needed them", I think she is a follower-type NPC of the MC (please correct me if I am wrong). She can be the guide of the MC, the person who explains and introduces in the Player's Venue, or a helper (in any aspect) 1.1 When facing the inherited family business, she tells the MC how the uncle (MC's father) had a good business in the past, tells the MC how it works here, and how to treat employees (evil face). 2.2 When just joining the after-school activities, introduce the NPCs of various clubs, reveal information about the club members, etc. 3.3 She serves as a member of other clubs and provides help from her club. For example, if the MC is in the sports club, he can get the potion/drug of the chemistry club through her. (Even if the sports club is elected, the function of the chemistry department can still be increased. Yes, it is very greedy) Conclusion: A childhood sweetheart role like this is really useful (in terms of function). After all, she is the type of person who "believes in you". She can be well connected in terms of story and function. You can discuss things with her at the first time. Whether it is a player or a developer, you can find her for any matter or gameplay. 2. Farm Owner I can already imagine the milking machine for dairy cows and the warehouse that often appears in furryy's works. Based on the developer's response, I have already thought about what the MC of the chemistry club would give to the NPC he likes, a bouquet of fragrant flowers (chloroform)/a box of chocolates with fillings (aphrodisiacs). 3. Question: What is the difference between Sports Team Leader (College) and Dojo Instructor? Among the options, I think these two are very similar. Both have practice time, actual battles, and one-on-one guidance after class. I want to understand. Off topic: I still think Rundown Apartment Manager is very useful. Just like your model/doll collection cabinet, developers can apply the same room model to each NPC, and can also give a designated NPC a room and apply "decorated room", which may be a baking tray with cookies on the table/a guitar in the corner/a live computer desk/a pink lover/a Gothic style, which specifically shows the NPC's preferences/personality, but it is best to add an object to represent personality at the beginning. Please take a good rest

HornDog Space

Yes— I've thought of the present system, though it is not as good as you suggest(Mine was just gift flowers and chocolates, the corny fashion.) Giving slutty clothes to NPCs is a good idea, maybe other gift like butt plug can be even more interesting!! But I'll need to complete the foundation of the garment system to support the idea.

Dan

Have you thought about a mechanic for giving presents of clothing to the characters? That childhood bro turned girl sounds like a perfect candidate for something like that. It would be really cool if the different personalities had different reactions depending on *what* was given to them too, like an innocent getting flustered and refusing to accept something like a micro bikini set (with perhaps the player being able to force them to accept it with enough obedience?)


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