You can check the journal entries to see whether you've reached the end of a respective storyline.
The ones where you've seen everything will say something along the lines of "(This is the end of the current storyline.)"
Oakfells
Creator of
Recent community posts
(Spoilers)
Note: some of these only become available/continue once you progress enough through the main story.
- Beau is the barber, you'll likely have to call him on the phone to continue.
- Ted and Darwin are the fishermen you meet when fishing, Ted is available during weekends and Darwin becomes available later during other days.
- Ricky's in the hospital.
- Akello is a ranger you run into in the forest when you're attacked by Tom while he's working.
- Arnold's appears at night only during weekends and Wednesdays.
Regarding Vernon: the deck I beat him with during testing contained all cards obtained in the intro except for Mutual Gaining and Raid the Pantry (don't forget to equip Keep Pumping after beating Tom). If you beat Tom as efficiently as possible, that is to say end up at least anywhere below 30 Wgt (not necessarily using the same deck as for Vernon), and have a lot of luck against Vernon, you'll eventually get it. That said, he isn't meant to be beaten, and as such, I don't plan on locking any significant events behind achieving that. The dialogue already has some variance at several places though, including one of the new storylines added in 0.4
For now, there aren't any plans to add other methods of gaining Odious Zest.
The energy drink material drop was bugged in the initial release of 0.4.0. There's already an updated build on Patreon that fixes it, which should also restore the item in saves where you've already beaten him.
I currently have someone working on a Polish translation, as well as an offer from someone willing to do German, but no one for Chinese so far. It's all unpaid volunteer work though, so it's being done by people who like the game and just want to contribute, which I'm very grateful for. There is already quite a lot of text in the game after all, and only more to come from here on out, so it's a massive undertaking.
Hey there! If you mean positives outside of battle, there aren't any particularly significant ones or ones high on the priority list right now. But there are a few things on the idea list! Customizable body types are very unlikely for reasons that will become clear in the next update... if everything goes right.
Admittedly it's a little awkward since this is more of just a showcase of what I had working so far. Of course, in the actual game, you'll be able to build your own decks and such!
I'm a little apprehensive about raising the cap, since there are already 14 stages for which I have to draw the various sprites and write the various texts. Once I have more time to expand on existing stuff, I might allow for a higher cap, although fitness probably won't be the way to go about that.
Right now, I don't expect the game to be popular enough to warrant multiple languages and to be honest, the way the code is currently written doesn't really allow for easy text localization. So for now I don't plan on doing so, but I might get around to it in the future. Thank you for the offer though!
Oh yes, I've definitely thought about doing something about underwear. I plan on giving the player a few clothing options (they would be full outfits rather than customizable piece by piece), so I was wondering how I would want to handle underwear. In the end I just left it without, but it's definitely something I might consider in the future.