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Time based system (6:00 AM - 12:00 AM ---> 18 hrs per day) where actions cost time.
X number of steps = 10 min.
Each day starts by waking up at 6:00 AM.
Player is given control of what to do on that day:
Talk to NPCS
Each love interest have different schedules and locations they appear in, so player has to explore & learn.
By talking to them before service, they can give clues as to what dishes they crave today, from a randomised (but still personalised) pool of recipe options. Serving them their wanted dishes is the best way to quickly fill up their affection meter.
You can also talk to NPCs (and specfically love interests) after service, where they have dialogue depending on whether they liked the food today.
Opening restaurant
Takes {3-6 hrs [can set desired time]}.
Usually not done at the immediate start of the day before talking to love interests, due to not having known what they're craving today.
Mix between love interests and random love NPCs.
Earn money.
Hunting/gathering
Walking to locations outside the village.
Uses step-based time system used in normal movement.
One-hit kills. <--- subject to change
Buying from shop
Another way to acquire ingredients.
Takes significantly less time {10 MIN / purchase} due to not having to walk around.
Uses money earned from restaurant.
Special events can be unlocked. These trigger whenever you talk to the NPC with all conditions met (e.g. Sufficient affection, specific time, specific place, specific player dialogue choices).
Days end when player return to bed, or when it's 12:00 AM (unless some NPC events bypass this)
The text was updated successfully, but these errors were encountered:
Time based system (6:00 AM - 12:00 AM ---> 18 hrs per day) where actions cost time.
X number of steps = 10 min.
Each day starts by waking up at 6:00 AM.
Player is given control of what to do on that day:
Special events can be unlocked. These trigger whenever you talk to the NPC with all conditions met (e.g. Sufficient affection, specific time, specific place, specific player dialogue choices).
Days end when player return to bed, or when it's 12:00 AM (unless some NPC events bypass this)
The text was updated successfully, but these errors were encountered: