Based on class feedback:

Ideal Playtime:
First playthrough — about 4 hours
Subsequent playthroughs — within 2 hours each
All endings and full completion — within 10 hours
I haven’t decided whether to make it a multi-playthrough game. The style isn’t exactly “surreal”, so if multiple playthroughs exist, the second and third ones probably wouldn’t change the story. They would mainly serve for achievement completion, hidden endings, or uncovering the deeper truth.
If a hidden ending exists, I might design it so that it requires a certain number of playthroughs to unlock. Additional playthroughs could gradually reveal new details, but such a system would need strong logical support.
Alternatively, the first playthrough could have a fixed ending with no extra choices, and all available content would conclude there. In that case, two ending achievements might be triggered:
- A fine.
- System approval.
After the credits, the game could force a return to the main menu, where the menu state changes. Once both endings are achieved, a special opening CG (the “it’s too late” one) would appear, along with a newly unlocked third option: “bury the power bank”.
This would hint to players that there’s still hidden content to explore, making multiple playthroughs feel more reasonable.
If so, the ideal playtime would become:
First playthrough — within 20 minutes
Second playthrough — within 20 minutes
Third playthrough — around 4 hours (true ending)
All endings and full completion — within 10 hours
The original setup might make it hard for players to realize the game isn’t truly “finished”. Some casual players might simply pick what looks like the most interesting option, finish the first ending, return to the menu, and delete the game.
Since I don’t plan to include any in-game task marks or task guides to tell the player what to do, my current solution is to make the first playthrough extremely short. That way, it’s easy for players to replay and try other options.
Once the first two endings are achieved, the player will notice changes in the main menu when they return, which naturally encourages them to start a third playthrough. In this way, the game subtly communicates: “There’s still more to discover.”
Tasks and Player Routine
At first, the protagonist’s daily routine seems simple and repetitive — going to school, taking a walk, and returning home. This loop forms the basic structure of each round.
However, as the story progresses, subtle changes begin to appear in the environment. New interactive objects and events gradually emerge. While maintaining the same daily rhythm, the player must now deal with additional tasks that arise from interacting with these new elements.
If these emerging tasks are ignored or handled incorrectly, the story will eventually fall back into its predetermined ending.
Next focus:
- Improve Core Loop
- Refine the structure of the Task system
- Plot branch creation
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