Answers to questions off the top of my head
Okay, MOST IMPORTANTLY - tomorrow I'll release a global bug fix. I'm continuing to rewrite the code and have found a couple of problem areas, which I'm gradually fixing. And even though there are fewer bugs, they still slip through – I've become a hostage to crappy code (it's hard to write good code when you've never written it before). I hope this was the last buggy update – I've switched to a new code writing and review system that ignores volume. I've made the code modular, so logic and syntax are now separate, while images and text are separate, allowing me to quickly find (or even find without playing) softlocks, errors, and other things. Thanks for your patience!
Starting to answer questions off the top of my head:
1) What's the deal with the roguelike system and restarts?
It's currently "on hold." The reasons? Bad code, huge volume, poor balance, interactivity, and narrative. I'm not abandoning the idea, but right now I can't implement it without causing players pain, so it's easier to just abandon it for now.
Especially now, when I'm busy rewriting the code, designing the game, and replacing the visuals. I simply don't have time for anything else. When the rework is finished, I'll return to this idea after rebalancing the game. The most important thing for me is finding a balance between fun and replayability. I think a good tool would be an in-game timer within a single run, plus something I tried to implement before—disabling open endings.
So, once I finish reworking the game, I'll return to this.
2) What about the speed of rework?
It's bad. Objectively.
The thing is, I'm not a programmer, and I've never been one, nor have I studied. So I'm learning a lot as I go. Because of this, implementing new ideas is difficult and usually a pain.
Besides, I work 12-hour shifts on a 2/2 schedule. Do I have time for development at work? It varies. Sometimes, sometimes not. But I try to maintain the pace. The situation is complicated by the fact that I have to be a one-man band, doing everything at once. It's hard. Especially if you lack talent or taste (I have no visual sense). Then there are the objective problems of not knowing how to implement it, using workarounds, and so on.
3) Why does the content wander all over the place?
Because I don't have a super-clear plan, and sometimes development is chaotic. This is bad, of course, but it's all so mundane. For example, in the last update, I spent almost all my time on coding and a new design. And it would seem, "Dude, you started upgrading the bar—finish it!" BUT! The expected update is 3-4 days away, and I need to 1) test it, 2) finalize some aspects, and if I want to expand the bar, 3) write quest chains with variety, 4) write scenes, 5) select video sequences, 6) cut the video sequences (I'm no editor at all), 7) format it all, write the code, and check the logic. Damn, that's at least a week's worth of work for me alone.
Yes, I still made storylines for the characters, but they're noticeably simpler + linear + I didn't add any video sequences to them. Same with random events.
The second thing is filling in the game's gaps (in my opinion). Well, I felt like a personal room was absolutely necessary, and that's it! Same with the Sex Shop and the others, but you can't just release a location as a reference. I need to at least add some content (the Club waves his hand, nodding his head in the light of a backstreet lamp).
The good news is that most of the features are implemented. The bad news is that I don't know what else I'll come up with.
4) What's the development focus?
Right now, I'm polishing up what's already there. Design, narrative, redesigning scenes, dialogue, locations, scenes, and so on. Basically, I'm working on bugs and polishing the game. That's the main focus, followed by balancing and minor expansion.
I'm trying to find a more convenient, readable, and visually pleasing format, change the design, and so on—you can probably see it yourself from the latest update. And the code, yes. It's now universal and easily expandable.
5) What about Patreon content?
The typical +100 attendees bonus has vanished. Alas. I made open endings a temporary bait, but I realize that's not enough. I have any thoughts on this, even at this stage. What are they? For example:
1) An in-game way to exchange stats, including extending game time, but that's not really relevant right now.
2) A gallery. Trivial? Perhaps. But this is the best idea so far—to allow players to "purchase" unique, one-time-only scenes in a special menu. The question is how to implement it. Either unlock already completed scenes, or award points for completing a unique scene and allow players to purchase any scene without restrictions.
3) Unique content could be added. No problem at all! But what kind? I can gradually add unique scenes that aren't closely related to each other. They'll be narratively connected, but not sequential. I could add a unique character and their questline, scenes, gimmicks, and so on. But the main question is—what do you need? I like everything, or almost everything, but I don't know what the players who decided to support me would like.
Ah! If only someone would leave a comment – "do this" – I'd be happy! Ah! At least in private messages. In general, don't hesitate to write to me, either openly or privately! Everyone is welcome! Even if you scold me.
6) What's up with Discord?
Damn it! I keep forgetting, and I have absolutely no idea what it's supposed to be like. No, seriously. I'm a super-introverted person in that regard—I don't even discuss my favorite games with anyone online, so I have absolutely no idea what it should be.
Instead, I have a huge desire to share my developments, videos, photos, and gifs I've found, and generally discuss everything under the sun. If anyone's brave, please chime in!
7) Do you even play your game?
Rarely.
And you can tell by the number of bugs. I'll explain. First of all, testing... yeah... I don't know effective testing methods, at least I didn't before—because of that, playing new content... Arrgh. Hard. Testing took an average of 10 hours, and a huge number of bugs slipped through the cracks. Because I'm already going nuts by that point.
There's also a simple lack of time. After work, I want to... you know... sleep or turn my head off, and I can't play games like that at work (-_-).
The third thing is that English isn't my native language. Of course, with each passing month, I'm getting better and better at reading and comprehending text, but... it's still difficult. The text is perceived schematically, with individual words being isolated. I can't "drown" in the text and fully immerse myself in the scene, or it takes a lot of effort. So, I can sometimes miss certain narrative moments and subtleties. I also couldn't care less about my translator, who constantly complains about the lack of work and doesn't give a damn about this project, even when she's offered market value for it.
And finally, surprisingly, the desire to create my dream game for myself has transformed into the desire to create my dream game for others. I don't masturbate nonstop about how awesome I am, but I think about how to improve and diversify my game. How to make it more interesting. At least try.
So yes, feedback is very important to me – because the way I play the game and the way other people play it are completely different, and that can't be changed.
And what about me? I'll try to find more time to play Applicant. At least to tweak the balance (-_-).
As always – thank you for being there, even if you're just voices in my head, ghosts that leave no trace on the page. I still love you all, appreciate you, and am immensely grateful for your support, even if you just stop by to gawk. I'll get around to setting up a Patreon page someday, but that's not a given.
Love, kisses, and handshakes!