Minor update:
Added a couple of more ‘battles’ to the bonus. only two more + those for DeepBlue to go.
If you have time, please check if these go and look well.
EDIT: If it weren’t for Switchblade, Fearfuel and Odium, all my NPCs would be complete dorks
I need feedback on continuity and consistency
Right now I am putting the final touches to the longhand version of act 6 and the bonus intro, and I need you to tell me if the characters are consistent in their behavior, speech, etc. Especially in the bonus, considering the various encounter-combinations.
Rather sobering how empty it is," [Child] says with a tone of disappointment.
Missing quotation mark in the beginning
Mr St John looks at you with an air of disdain and shakes his head. “Not why we’re here, isn’t it?”
is it
Of course!
You’d have sworn the lamp had been sitting on the vanity before. Not the windowsill.
No, no, that wasn’t it.
Rather rattled you sit up, hands one your temples. You wreck your brain, but you can’t put your finger on what seems wrong.
You are just certain something’s amiss.
Had someone else been in the house? Who?
And why?
Mayor Montgomery would have told you if someone would have been here today.
Would she?
Happened when the rose-shaped lamp was the correct answer. Got both the text for it being correct and it being false.
You’d have sworn the lamp had been sitting on the vanity before.
Isn’t 'd only used for would, not for could? Should be “You could have sworn…” in that case.
This would need to be fixed in all the variations depending on the item, not just this one.
Rather rattled you sit up, hands one your temples.
Welp, I was halfway through playing the game again (because my saves didn’t work right after the update), but then I remembered that the oddity is assigned randomly. So that might make checking if it works a bit difficult.
Played through it anyway (got the fish frame this time, instead of the lamp) and it worked fine.
But from looking at the code it should all work for the other items as well?
I noticed some other stuff while replaying, too:
*if (oddball <55) #Something to cheer the girl up. Maybe a bit weird, but nevertheless.
I never picked a choice that increased “oddball”, but the only option (afaik) that decreased the stat was the kid being mean to Starlight (I think her name was? The kid on the bus near the beginning).
So the stat stayed at 50 despite me never having picked an “oddball” choice.
Maybe change this check to *if (oddball >50) instead of >=50?