I'd suggest you prepare variation in the repetition, if 3 repetitions are needed have 3 slightly different things happening bonus point if it helps understand them better (ie: they don't like cocky people, they like cat and their favorite color is blue.) and extra bonus point if these information come back after (ie: don't be cocky with her, help a cat to get some "point" from her and offer her the blue dress , not the green, to get more "point" from the present).
Random thought on things that rub me the wrong way in the type of game you're making:
-Make sure the navigation isn't : confusing or cumbersome.
-Related to previous point do a click count for some daily activities and create a shortcut for it if it's too high.
-Populate every area and timeslot with stuff to do or don't put them in your game IMO.
->If there is nothing to do in the evening but 1 scene don't open the timeslot just make a trigger to this one scene until the timeslot is properly used IMO.
And IMO the golden rule should be don't waste (too much of) your player's time.
Thank you very much for your advice!!
About navigating on map, we tried to make it simple, and after trying it we think it is. But you should keep in mind that it's first version and there are few places to go for the moment, basically the movement for now is inside Gina's apartment.
In the following versions (0.2 and 0.3) will open many more places, apart from navigation through the university
On the repetition of scenes, we'll try not to repeat it much and that they will evolve with new options or different paths. Some of the ones that already exist in the game give different points according to the election.
You can't imagine the desire we have to launch this first version and know the reaction of the people :extremelyhappy:
Right now we're working on the translation, which is taking us longer than planned... We hope to have it ready by the end of the week (fingers crossed).
BTW, Jessy is ready for the action :evilsmile: