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Alright! We've gotten a beta together for you all. This one is back to childhood with the first part of the "Wheels" Moment. It's the companion story to Walks. Things will be a bit different in Wheels depending on if you've played Walks already or not, and the same goes for Walks if you've done Wheels or haven't.

To see more of the content, you need to stick with Qiu at the park! The Tamarack activity hasn't been implemented and will cut the beta off even earlier than normal.

If you're at the highest tier, you can leave your suggestions for additional choice options/MC reactions for these new scenes HERE. 

(I didn't have time to write/add in any suggestions left in the 1.3.4 thread yet. Those will be added for build 1.3.7, though. I just need a chance to catch up on everything, aha.)

Download Links:

Windows/Linux Download 

Mac Download 

Android Download 

And since we've had some problems in the past with so many people downloading beta builds that they get locked out by Google Drive, I've uploaded mirror builds! If the first ones listed don't work, you can try these.

Windows/Linux Download Mirror 

Mac Download Mirror 

Android Download Mirror 

Or you can bypass the quota by logging in to a Google Drive account, then on the file's download page, click "Add shortcut to Drive" in the upper right corner. Save it to your Drive, then create a new folder, put it inside, and download the folder!

Save files from the prior beta should work in this beta!

New Content:

  • Half-ish of the Wheels Moment. It's Part 1 of the script but Part 2 is notably bigger which isn't usually how this goes
  • A new music track is included
  • Small fixes to typos/errors from the prior build

So, this update was a struggle and smaller on the whole than normal. But I'm glad we got something out this month while the KS was going! That's an achievement in and of itself. I hope people still enjoy this little look into a brand new Moment of the game. Thank you for supporting us 💕

Files

Comments

Kalyx Wynthor

Thank you so much!!! I like the new addition for the hairstyles. Please, could you also add more options for longer earrings, the only one available as many colors and it would be cool to just make other earrings that you can either color silver or gold! I can't wait for the new color spectrum to be implemented! That will add so many more color options!

Sepharaaa

Finally had the chance to play, and it was so much fun. The music during the race really sold the intensity of it all- I felt like I was trying my best to win too

FluffyPuff (edited)

Comment edits

2023-11-02 00:00:26 The beta works great for the most part, I'm really loving the new content! However, a couple of things did stand out to me. When my character was meeting Baxter in the prologue, my character only greeted him with a wave, but when he commented on her birthmarks, he referred to her by her nickname instead of her name, even though she never mentioned what it was. Also, when it comes to the step 2 sneak peak, a couple of the intro options confused me a bit. Maybe I'm misunderstanding them, or they're just incomplete at the moment? 1. This isn't really a complaint, just something I've been thinking about. As we know, there are quite a few occasions where the MC will speak on their own, and their responses can vary depending on the ones you've chosen so far. Sometimes they speak out loud, sometimes they give non-verbal responses, sometimes they sound confident, sometimes not, etc. However, figuring out how to strike a good balance with all of those has been a bit tricky. In my main playthrough, I am aiming to have a shy/nervous, quiet, and rule-following MC. As well, I want her to still make an effort to be polite and friendly, and able to occasionally work up the courage to speak up when she needs to. As well, I want her to feel more comfortable talking to some people than others. I honestly can't imagine having my MC be nearly as shy and quiet when speaking to her mother vs strangers, and I would ideally prefer my MC's shyness not be too heavily impacted by being more open with specific characters. Like, rather than it be all or nothing, she could be talkative with her mom (like I originally planned), but much quieter with everyone else (as well as become gradually more talkative with the two leads after befriending them, while still being quiet in general) I also noticed, that in the step 2 sneak peek, you have the option to either have your MC remain the same (rule following vs rule breaker, quiet vs chatty, mellow vs rowdy, etc.), or tweak some or all of those traits. I have also noticed that if you choose to tweak said traits, you can also select the MC's behavior towards Qiu and Tamarack individually, as well as their behavior/disposition in general. However, if you choose to have the MC's personality stay the same, you can only choose your general disposition towards the leads (choosing between being neighbors/friends/crushes, toggle friend/best friend status, contesting/deferring, etc), but that's it. I know that you can still choose the same traits as before if you have your MC "change", if nothing else, to choose how your dynamics with the main leads might have changed specifically, but I personally think it would be nice if you didn't have to, if that makes sense? Basically be able to say "your MC hasn't changed much" while still being able to choose how their dynamics with their friends might have changed. At this point I'm probably just nitpicking, but I am hoping that there will continue to be more freedom in changing how you act towards the main leads even if your personality in general doesn't change. I am glad I have the option to have my MC be nervous/shy in general while still being more confident/mellow with my friends, but it's all too easy to miss that option if the player is like "oh I don't think my MC's personality has changed much, I'll just leave it as is" and not pick whether your MC is nervous or mellow or surly towards the main leads, regardless of your friendship status. I hope this makes sense. Anyways, going back to how my choices affect my character's personality: I've noticed that depending on my choices in the prologue/step 1, the prologue at step 2 will tell you what your MC's general personality/disposition has been like thus far, and like I said, allows you to decide whether they stay the same or change over the years in between steps. I've generally tried to aim for Shy/nervous, Quiet, and Rule-following. However, I have inadvertently ended up with a Rule-following, Chatty and Mellow MC, and had to go back and try again. It just seems that I've had to select a somewhat disproportionate amount of anxious and silent responses in order to get the results I want by the start of step 2, rather than the results I get by playing more organically. For example, I believe that in order to have my MC be shy/nervous by the start of step 2, they have to turn away/hide from most new characters when meeting them in step 1. However, I want my MC to be somewhat of a people pleaser, so she would at least muster up the courage to politely greet her teacher, new neighbors, etc. (if nothing else, out of fear of being perceived as rude, not necessarily because she feels comfortable with them). She'd still be terribly anxious on the inside, and would prefer to avoid those social interactions (and socializing in general) if she could. I understand that the game is early in development and already very complex, so I shall temper my expectations accordingly, don't worry. Still, ideally, I'd like to see more instances where one could choose what their MC is feeling vs how they behave outwardly, and how they behave in specific situations vs how they are in general. I am hoping I can figure out the sort of "ratio" or "balance" of certain choices I need to make in order to get the outcome I'm going for, you know? Apologies for a bit of a ramble, I will admit I am very much a perfectionist, and have a very specific idea of what my MCs are supposed to be like in my head, haha. I always want to find the best possible way to get the results in game to align with the image in my head. I applaud how much effort you've put into making OL2 so complex, and I'm really impressed by the sheer variety of choices you've implemented so far! Having your MCs personality and behavior be determined by the choices you make rather than selecting a general disposition at the start of each step (like in OL1) is a huge step-up in my opinion, and having to iron out some wrinkles throughout the process is to be expected. None of this is meant to be criticism or anything, just my own two cents, that's all. I apologize if I didn't explain myself very clearly, please let me know if I need to clarify anything. Thanks ^^
2023-11-01 18:14:00 The beta works great for the most part, I'm really loving the new content! However, a couple of things did stand out to me. When my character was meeting Baxter in the prologue, my character only greeted him with a wave, but when he commented on her birthmarks, he referred to her by her nickname instead of her name, even though she never mentioned what it was. Also, when it comes to the step 2 sneak peak, a couple of the intro options confused me a bit. Maybe I'm misunderstanding them, or they're just incomplete at the moment? 1. This isn't really a complaint, just something I've been thinking about. As we know, there are quite a few occasions where the MC will speak on their own, and their responses can vary depending on the ones you've chosen so far. Sometimes they speak out loud, sometimes they give non-verbal responses, sometimes they sound confident, sometimes not, etc. However, figuring out how to strike a good balance with all of those has been a bit tricky. In my main playthrough, I am aiming to have a shy/nervous, quiet, and rule-following MC. As well, I want her to still make an effort to be polite and friendly, and able to occasionally work up the courage to speak up when she needs to. As well, I want her to feel more comfortable talking to some people than others. I honestly can't imagine having my MC be nearly as shy and quiet when speaking to her mother vs strangers, and I would ideally prefer my MC's shyness not be too heavily impacted by being more open with specific characters. Like, rather than it be all or nothing, she could be talkative with her mom (like I originally planned), but much quieter with everyone else (as well as become gradually more talkative with the two leads after befriending them, while still being quiet in general) I also noticed, that in the step 2 sneak peek, you have the option to either have your MC remain the same (rule following vs rule breaker, quiet vs chatty, mellow vs rowdy, etc.), or tweak some or all of those traits. I have also noticed that if you choose to tweak said traits, you can also select the MC's behavior towards Qiu and Tamarack individually, as well as their behavior/disposition in general. However, if you choose to have the MC's personality stay the same, you can only choose your general disposition towards the leads (choosing between being neighbors/friends/crushes, toggle friend/best friend status, contesting/deferring, etc), but that's it. I know that you can still choose the same traits as before if you have your MC "change", if nothing else, to choose how your dynamics with the main leads might have changed specifically, but I personally think it would be nice if you didn't have to, if that makes sense? Basically be able to say "your MC hasn't changed much" while still being able to choose how their dynamics with their friends might have changed. At this point I'm probably just nitpicking, but I am hoping that there will continue to be more freedom in changing how you act towards the main leads even if your personality in general doesn't change. I am glad I have the option to have my MC be nervous/shy in general while still being more confident/mellow with my friends, but it's all too easy to miss that option if the player is like "oh I don't think my MC's personality has changed much, I'll just leave it as is" and not pick whether your MC is nervous or mellow or surly towards the main leads, regardless of your friendship status. I hope this makes sense. Anyways, going back to how my choices affect my character's personality: I've noticed that depending on my choices in the prologue/step 1, the prologue at step 2 will tell you what your MC's general personality/disposition has been like thus far, and like I said, allows you to decide whether they stay the same or change over the years in between steps. I've generally tried to aim for Shy/nervous, Quiet, and Rule-following. However, I have inadvertently ended up with a Rule-following, Chatty and Mellow MC, and had to go back and try again. It just seems that I've had to select a somewhat disproportionate amount of anxious and silent responses in order to get the results I want by the start of step 2, rather than the results I get by playing more organically. For example, I believe that in order to have my MC be shy/nervous by the start of step 2, they have to turn away/hide from most new characters when meeting them in step 1. However, I want my MC to be somewhat of a people pleaser, so she would at least muster up the courage to politely greet her teacher, new neighbors, etc. (if nothing else, out of fear of being perceived as rude, not necessarily because she feels comfortable with them). She'd still be terribly anxious on the inside, and would prefer to avoid those social interactions (and socializing in general) if she could. I understand that the game is early in development and already very complex, so I shall temper my expectations accordingly, don't worry. Still, ideally, I'd like to see more instances where one could choose what their MC is feeling vs how they behave outwardly, and how they behave in specific situations vs how they are in general. I am hoping I can figure out the sort of "ratio" or "balance" of certain choices I need to make in order to get the outcome I'm going for, you know? Apologies for a bit of a ramble, I will admit I am very much a perfectionist, and have a very specific idea of what my MCs are supposed to be like in my head, haha. I always want to find the best possible way to get the results in game to align with the image in my head. I applaud how much effort you've put into making OL2 so complex, and I'm really impressed by the sheer variety of choices you've implemented so far! Having your MCs personality and behavior be determined by the choices you make rather than selecting a general disposition at the start of each step (like in OL1) is a huge step-up in my opinion, and having to iron out some wrinkles throughout the process is to be expected. None of this is meant to be criticism or anything, just my own two cents, that's all. I apologize if I didn't explain myself very clearly, please let me know if I need to clarify anything. Thanks ^^ Edit: Upon replaying, I think I managed to get everything working a little better this time. I'm still looking forward to seeing more progress and improvements in the future, and will keep an eye out for bugs ^-^

The beta works great for the most part, I'm really loving the new content! However, a couple of things did stand out to me. When my character was meeting Baxter in the prologue, my character only greeted him with a wave, but when he commented on her birthmarks, he referred to her by her nickname instead of her name, even though she never mentioned what it was. Also, when it comes to the step 2 sneak peak, a couple of the intro options confused me a bit. Maybe I'm misunderstanding them, or they're just incomplete at the moment? 1. This isn't really a complaint, just something I've been thinking about. As we know, there are quite a few occasions where the MC will speak on their own, and their responses can vary depending on the ones you've chosen so far. Sometimes they speak out loud, sometimes they give non-verbal responses, sometimes they sound confident, sometimes not, etc. However, figuring out how to strike a good balance with all of those has been a bit tricky. In my main playthrough, I am aiming to have a shy/nervous, quiet, and rule-following MC. As well, I want her to still make an effort to be polite and friendly, and able to occasionally work up the courage to speak up when she needs to. As well, I want her to feel more comfortable talking to some people than others. I honestly can't imagine having my MC be nearly as shy and quiet when speaking to her mother vs strangers, and I would ideally prefer my MC's shyness not be too heavily impacted by being more open with specific characters. Like, rather than it be all or nothing, she could be talkative with her mom (like I originally planned), but much quieter with everyone else (as well as become gradually more talkative with the two leads after befriending them, while still being quiet in general) I also noticed, that in the step 2 sneak peek, you have the option to either have your MC remain the same (rule following vs rule breaker, quiet vs chatty, mellow vs rowdy, etc.), or tweak some or all of those traits. I have also noticed that if you choose to tweak said traits, you can also select the MC's behavior towards Qiu and Tamarack individually, as well as their behavior/disposition in general. However, if you choose to have the MC's personality stay the same, you can only choose your general disposition towards the leads (choosing between being neighbors/friends/crushes, toggle friend/best friend status, contesting/deferring, etc), but that's it. I know that you can still choose the same traits as before if you have your MC "change", if nothing else, to choose how your dynamics with the main leads might have changed specifically, but I personally think it would be nice if you didn't have to, if that makes sense? Basically be able to say "your MC hasn't changed much" while still being able to choose how their dynamics with their friends might have changed. At this point I'm probably just nitpicking, but I am hoping that there will continue to be more freedom in changing how you act towards the main leads even if your personality in general doesn't change. I am glad I have the option to have my MC be nervous/shy in general while still being more confident/mellow with my friends, but it's all too easy to miss that option if the player is like "oh I don't think my MC's personality has changed much, I'll just leave it as is" and not pick whether your MC is nervous or mellow or surly towards the main leads, regardless of your friendship status. I hope this makes sense. Anyways, going back to how my choices affect my character's personality: I've noticed that depending on my choices in the prologue/step 1, the prologue at step 2 will tell you what your MC's general personality/disposition has been like thus far, and like I said, allows you to decide whether they stay the same or change over the years in between steps. I've generally tried to aim for Shy/nervous, Quiet, and Rule-following. However, I have inadvertently ended up with a Rule-following, Chatty and Mellow MC, and had to go back and try again. It just seems that I've had to select a somewhat disproportionate amount of anxious and silent responses in order to get the results I want by the start of step 2, rather than the results I get by playing more organically. For example, I believe that in order to have my MC be shy/nervous by the start of step 2, they have to turn away/hide from most new characters when meeting them in step 1. However, I want my MC to be somewhat of a people pleaser, so she would at least muster up the courage to politely greet her teacher, new neighbors, etc. (if nothing else, out of fear of being perceived as rude, not necessarily because she feels comfortable with them). She'd still be terribly anxious on the inside, and would prefer to avoid those social interactions (and socializing in general) if she could. I understand that the game is early in development and already very complex, so I shall temper my expectations accordingly, don't worry. Still, ideally, I'd like to see more instances where one could choose what their MC is feeling vs how they behave outwardly, and how they behave in specific situations vs how they are in general. I am hoping I can figure out the sort of "ratio" or "balance" of certain choices I need to make in order to get the outcome I'm going for, you know? Apologies for a bit of a ramble, I will admit I am very much a perfectionist, and have a very specific idea of what my MCs are supposed to be like in my head, haha. I always want to find the best possible way to get the results in game to align with the image in my head. I applaud how much effort you've put into making OL2 so complex, and I'm really impressed by the sheer variety of choices you've implemented so far! Having your MCs personality and behavior be determined by the choices you make rather than selecting a general disposition at the start of each step (like in OL1) is a huge step-up in my opinion, and having to iron out some wrinkles throughout the process is to be expected. None of this is meant to be criticism or anything, just my own two cents, that's all. I apologize if I didn't explain myself very clearly, please let me know if I need to clarify anything. Thanks ^^ Edit: Upon replaying, I think I managed to get everything working a little better this time. I'm still looking forward to seeing more progress and improvements in the future, and will keep an eye out for bugs ^-^

Kourtney

that was so cute