Patch Notes: Skirting the Line v0.2


Patch Notes: Skirting the Line v0.2

A stability and refinement patch addressing several bugs and minor balance issues.

Additions

  • Did you know that you gain 10 Sanity every day? This mechanic was a bit opaque. A UI notification will now appear at the start of each new day to notify you that you've gained your daily Sanity.
  • Added a notification for when the player is unable to equip clothing due to a customer's presence.

Changes

  • The "Steal" action has been nerfed to reduce its abuse potential.
    • The associated Wit check difficulty has been significantly increased.
    • A flat, base failure chance has been introduced, meaning even high-stat attempts are not guaranteed.
    • The consequence for failure is now more severe: the customer will immediately demand sex.
  • Maid Dress and Academy Uniform have been buffed to provide more drastic stat spreads.
  • The Charm check for successfully lying about Miyuki's name is now more difficult.
  • All player stats are now hard-capped at a maximum value of 100.
  • The volume for the sanity loss and door swing sound effects have been reduced.
  • The "Free Time" dialogue text has been updated to clarify that changing outfits is a valid action.

Fixes

  • Resolved a critical bug preventing outfit-specific visuals from loading. The "cum inside while wearing condom" visual, which previously did not appear at all when wearing the Academy Uniform or Maid Dress, will now display correctly.
  • Refactored the audio system to prevent active music tracks from restarting unnecessarily when re-triggered.
  • Fixed a bug that caused the backroom background asset to persist incorrectly between scenes.
  • Dialogue & Portrait Corrections:
    • Corrected text in the dialogue that occurs while failing to prevent a customer from cumming inside during sex.
    • Fixed an issue causing the wrong character portrait ("scared" instead of "smug") to display during the "Let's play a game..." dialogue.
    • The customer portrait now correctly appears during a handjob-to-blowjob transition.
    • Corrected various typos and dialogue inconsistencies.
  • Corrected the "Fin." text on all ending slides.

Files

Skirting the Line v0.2 Play in browser
70 days ago

Comments

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(1 edit)

Probably a bug (but honestly I think it'd be cool as a feature with just a bit of tweaking). You can intentionally fail the Stealing Money task by having low wit, then hit "let it happen" to charge a boat-load of money (50k+), then change your mind and overpower your client and keep the money.

I mean, it makes sense and feels like something the protagonist would definitely intentionally do once she realises it'd work. And there's a risk of getting overpowered by your client I guess.

The way I'd "fix" this bug is either make the charm check after trying to rob the customer extremely harsh: even at max charm it should be like [Medium] at best. 

I don't think you should edit the success rate of kicking your client off you, but editing the threshold required to successfully do so is good. I had like 70 power by day 13, and Yakuza Boss was [Easy] to kick off, everyone else was [Very Easy]. I feel like I should need at least 30+ to kick anyone off (at [Very Easy]), and for someone like Yakuza Boss, 90+.

Just because you're in a disadvantaged position, right?


p.s 'stronger/harder' enemies should pay more, and weaker should pay less. student shouldn't be forking 50k over, perhaps only charge 20%? That'd balance the lower-level cases pretty well.

Chanced upon the game and played it in full,
the concept is pretty good,
but it rather overstayed its welcome with this level of variety.

I would recommend lowering the duration,
either the number of days or reducing the number of actions per day to condense the game to about 2/3 of its current length.

I really liked the gen art for the female lead and her outfit CG variety she looks really hot!
But... the entire outfits tab was bugged out for me and I couldn't do anything with it or click it till I was chasing my third ending,
perhaps there should be an option to open the outfits menu during her off-hours instead? Since that is the only time you're allowed to change.


All in all, it has a very coherent style and the vibe is a niche that is hard to scratch, it is a quite solid for something made under 10 days, but would have been better if the length was toned down appropriately, realistically you can stumble onto pretty much every scene and dialogue by the 10th or 15th day, having another 30 days after that is quite a draggy grind.

I feel like tuning the game down to 1/2 or 2/3 the length it is at would be a real goldilocks zone. I obviously enjoyed the game enough to 100% it, but I must admit I was tempted into dropping the game multiple times due to the grind, especially the tedium involved in trying for the "fail to pay debt in 30 days".

A gallery option somewhere would be good too, for checking a specific scene variation without having to roll for the right request + worry about being over/under statted.

Will check out Sandal-Bearer when I have the time,
looking forward to the day you make a f95 post for your first big project! ^^

This was really nice.

I'm curious what the use of inventory slots are when there are just 2 dresses in it at any time. Perhaps more could be added in the future? Or some that you unlock by accomplishing certain achievements?

Would also be fun to have "free play mode" after completing the main story, where we can just try out all the animations without risking losing the game.

I'll post a roadmap at some point, but the idea is to reformat the game so the player begins the day in her home. From there, you can choose to go to work at the club, but also go to various shops to buy utility items and more outfits.

Items will mostly be related to temporarily boosting stats, as well as a condom which will become a consumable prerequisite for condom-related events. Regarding outfits, I plan to implement roughly 8-12 total.

A "free play mode" is a good idea. Honestly it is probably a low priority at the moment but I'll throw it on the stack of future updates.