F4 is the default fullscreen shortcut for SRPG Studio games. Heads up though, it's a little janky since it stretches to fit the monitor rather than rerendering at a different resolution.
Thanks for the information. So far the game feels fairly linear in what I can do. I haven't had many noticable opportunities to make a decision that affects my character or those around them. But I have only just gotten to the first free time part. So I imagine I can do more then. From what I have heard there aren't many more chapters left for me I think. So I'll have to wait for updates when I reach the last publicly available chapter. I did read the comments earlier and I agree that the game feels puzzle like, in a way. I haven't seen many games like this. If I can even think of any right now haha! So I am curious on what you plan to do with future chapters. If there will be branching paths in the story depending on how you deal with each situation. How those affect you the player/protagonist. How it affects your friends/allies/companions. Or if it's planned to be a specific story. No branching paths, a clear story that the player goes through. Each part with it's own set challenges you need to deal with in a specific way. Kinda like what has been at least untill the current part I'm in. The whole free roam thing. Anyway I'm rambling enough already. The game is neat and I'm curious to see what you plan on doing. What possible transformations would could get if there is more than one set of changes we progress through.
Happy to help! Thanks for playing, and for sharing your thoughts on the game!
As for the question of branching paths, that's a slightly difficult question to answer without saying too much. I think the best way I can put it without saying too much is that I want every player to experience the core story of the game, no matter how they play. But I also want the game to respond to the player's efforts, including reflecting them in the story.
To say a little more...
(No story spoilers, but structural hints below)
.
.
.
.
.
.
.
.
.
In addition to having optional lore and interactions tucked away wherever I can sneak them in, there are also actions in gameplay that change aspects of the story, while still generally following the same plot in the broader strokes. These actions take the form of optional objectives in each non-flashback chapter that can have knock-on effects as the game progresses.
Sorry if that's still pretty vague. It's kind of hard to say concisely, especially without getting into specifics, but I hope I was able to put it in a way that made at least some sense, lol.