forgot to mention, considering how tadl's a visual novel, it'll most likely have a set plot, but i think the schedule thing can still be incorporated for things such as different endings (e.g. "insomniac ending" - sleeping the bare minimum by interacting until absolutely everything is unavailable)
ongis
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came up with some more stuff that i thought would make the game cooler and easier to understand
- protagonist having more dialogue and inner monologue (like opinions, feelings), which probably is already being planned, but i just decided to suggest that because i noticed that a lot of the scenes were mainly just watching other characters or simply just describing what's seen
- maybe visual aids such as an arrow pointing to the sun, since i kinda was unsure on what to do for a moment before realizing i had to click
- outlines for character sprites such as dico's - i'm aware that it's just the missing background, but his mainly pitch black look could be difficult to see in backgrounds that may be darker
- an aspect of time in the game that could possibly determine the availability of certain areas and characters. for example, the protagonist could have a schedule such as one starting the day at 9 am, and ending it at 9 pm, so if each interaction with something takes something like 15 minutes, then the protagonist can interact with 48 things until the day ends
- the schedule thing could also be completely disregarded and just replaced with a counter of how much time is spent after the protagonist's set bedtime which then could cause players to have different dialogue, such as commenting on how tired the protagonist looks or something
- adding onto the time thing again, there could be events only occurring based on stuff like date and time, such as a character leaving home at a certain time
- character themes maybe