In the free version the slider part of the number does nothing.
Left click and hold on the number (the "0"), then drag right and left. The number will increase going right and decrease going left. This is the actual amount that your character will scale with growth. (0-100)
WeaponMaster46
Recent community posts
A possibly simple feature for the game that would have improved it: An option (or a visual aid & tutorial if it already existed) to temporarily hide the dialogue window would have been a nice addition for viewing the CGs.
As far as difficulty, I personally one shot this game so I don't know too much about the fail states. When the weight indicator turns red, was that a warning that I was about to fail due to weight if I went to the next week without purchasing the next movement upgrade? It was unclear since there was no progress bar or percentage like the other two fail conditions.
It might have been better to break out the effects of your time usage and upgrades into different stat tracking on the end week screen. I know that the time usage is having an effect, but I can't judge if it would have been better or worse to spend my time differently.
A second thought on difficulty while I'm at it: I never purchased food tasters until the very last week (so no effect at all). There were enough end week events during the game play that provided security for a puny amount of gold that it was not necessary. Even getting duped by the one event that reduces security by 15 (vague for anti-spoiler), I still survived with over 30 security left over.
Edit: One remark about the UI as well, there's a mismatch in how "good" and "bad" are presented in the stats. For security, the fail state is letting the bar fully deplete, reach zero. For the public unrest, the fail state is letting the bar completely fill, reach 100. Individually both ways of describing failure are acceptable, but as far as user presentation goes, rewording one of the options so they both either fail at 100 or fail at zero would be less confusing.
Maybe an odd question to ask, but is there any sort of expansion elements in the story? This VN got added to another Itch users' expansion game playlist. I've been enjoying the story, but it's been burning in the back of my mind. There's a render of Astoria in the game page here that makes her look like she has ultra-thick thighs, but I don't know if she always has those and we just don't see them in Chapter 1 because she's behind the desk during the interview.
Also a quick bug report: On your first mission in the city when you have a chance to intervene in Lily's attack, the choices are still in Cyrillic instead of English.
Couldn't get past what I assume is the prologue, it's just a bunch of random people fucking with zero build up. I have no reason to care about any of the characters or their abilities. I know that cold openers can be useful to skip past boring stuff and hook people with action, but it just isn't doing anything for me here.
A few comments:
In the city levels, the "floor" of the buildings sticks out past the walls, you can bonk your head when trying to jump up if you're too close.
Moving platforms feel wonky to use in my opinion, teleporting you into the center when you stop moving. This teleporting also causes a bug in the city level where the platform goes through a building: as long as you don't move you'll phase right through with the platform.
If you walk up against walls in the city with larger chest sizes, the damsel's boobs will actually move forward off her chest for one frame before snapping back, then moving away again...
There are times when invincibility frames dont seem to work, like when bonking your head off a ceiling when touching an enemy.
I'm sure it wasn't after the fourth bell. She ate the other kid, digested completely and was patrolling as normal with a completely flat belly. I also could not drop items at all from my inventory, because that normally gets locked out while being chased to prevent you from just dropping keys before they're eaten.
Hunger can go into the negative, especially noticeable with contaminated produce at high infection levels. This is important because of MREs - MREs seem to subtract a set amount from hunger and then set your hunger to zero, giving a ration for every <x>% negative the number is.
When you're at like 120% infection, eating 2 or 3 contaminated produce and then eating an MRE can give 20-30 rations. Then you can reduce your infection with drugs and be able to survive a long time off of the newly gained rations. My highest amount obtained this way was getting the "Lick walls in underground base" event, then eating 8 contaminated produce to get 80 rations.
https://www.mediafire.com/file/x8zh4dd4lgcpcso/BlueberryBushwhacking_2024-05-26_...
Here's a quick video of the bug. I didn't get the underground scene to stick this time, but you can see for a brief moment after starting the scene the UI swaps to the normal options to explore/sleep/use items.
Edit: Added picture showing the underground UI bug. Didn't double click this time, the event just fizzled, displaying the "Examine Self" description instead of continuing the event.
Can confirn that double clicking breaks stuff. When clicking to enter the underground base there is a brief moment after the scene appears but before the text appears that clicking bricked the event and went back home before playing out the scene. The home screen was permanantly replaced with the tunnel image.
Infection progress has the opposite effect on hunger than is expected. The random drug encounter describes you as (paraphrased) "extremely hungry as the infection converts all food into fluid". The same is noted in the examine self text.
Instead when you are low on infection at the start of the game you will starve in ~24 hours, but get to 75% infection and you can go 5-6 days without eating. The start of the game is extremely hard because of this, you need to get infected as fast as possible and then hope you find the elastic medicine.
