Biggest problem: If you've got more than 5 electrical parts (I collected all 7 parts before entering the subway station), you can't repair the subway power. You need EXACTLY 5 (tested). Either fix the code to 5+, or remove 2 of the electrical parts from the area to restrict the total parts to 5.
Fixed.
I still dunno why, when Juno whores herself to Billy, she gets kicked out and then has to re-enter in order to get the fake credentials.
Story-wise, she needed some fresh air. Game design-wise, I needed to script it that way to get the guy blocking the path out of the way for event progression.
For me personally, Juno gets corrupted a bit too easily (e.g. your text and her facial expressions seem more 'enjoyed rape' than actual rape). Again, this is just me, because most H-RPGs follow your style...for me though, it always seems too unrealistic, and one of the elements I admire about your game is its realism. Just sayin.
Hm, duly noted. I might toy around with it again in the future.
One of the new rooms (the single room) doesn't have great pathing, as does some other narrow areas in which it seems possible to traverse.
The control room? There's no enemies there. Had to make it cramped-ish so you get couldn't get through and had to find a tool to clear it.
Would be cool to have a gallery or a sex-counter for Juno, in the far future.
I'll consider making one! Not until after the game is borderline complete would that be practical though.
I wish NPC interactions were more central or interesting to the story. I just noticed that, in my second playthrough, the NPCs are just...there. In my first playthrough, I pretty much talked to each one, but in the second, I ignored all of them and I don't think my game turned out any differently. I think that's why I liked a sprite RPG like Pokemon, where talking to random NPCs would reward you with an item or something.
At this point, important NPC interaction won't be present. Until, say, near the end of Chapter 1? I wanted Chapter 1 to really convey a sense of solitude and loneliness while struggling to survive. The evils of society as a theme will be explored in Chapter 2.
Found it weird that some quest items/points of interest DIDN'T have sparkles (e.g. the generators/switches, and the dead man's keycard). While some may argue having constant sparkles makes the game too easy (and I agree to an extent), I also find that not having them for some story-important elements is noticeable too. Therefore, I'd suggest you be consistent. Either have them for everything, or nothing.
As you said, sparkles for everything makes it a little too easy. The items are hidden albeit too well without sparkles so I understand the need for it. Since this game has puzzle elements, though, well - I'm trying to stay fateful to the whole running around and clicking everything trying to see what works to get you to the next level.
I could live with Hunger/ammo/stats still useless/in beta, but I was really hoping to see how combat would be like. :/ Guess I have to wait for the next release....
Stats will start coming into play soon. Hunger and Morale are active! Ammo, eh, that was a mistake on my part. Combat was meant to revolve around conservation of ammo and avoiding enemies where possible (you won't have enough ammo to kill everything on the map - so you would need to avoid where you can and shoot only when necessary).