Is there a bug in Chapter 5?
"This...is this, a bug?"

I agree that this is Maodou's first time making a game, so it's normal to have bugs.

He had tried it several times before and found that changing equipment and props at other times was useless. The ending would always be that the victim forgave her or committed suicide after not making any choices for a long time.

If it is too late, you will not be able to operate and change equipment.

From charging 1v6 for love to seeing the heroine's outrageous remarks, and then choosing to forgive her and entering the victim's ending, under normal circumstances, it is impossible to change equipment.

It is also impossible to use other consumables to change the male protagonist's mentality.

If it is used too early before charging for love, it only shows that the male protagonist has lowered his mentality.

It was originally higher than 50, but after changing clothes, it was reduced by 50 points. After that, all events did not change. When the male protagonist heard the news, his mentality returned to zero, he put on the status and headed towards the ending.

If your mentality is already below 50, the moment you put on this diary, your sanity will drop to zero, triggering the mental patient ending.

The only thing you can do is to catch the game lag of less than 0.5 seconds when you don't choose "forgive her" after meeting the heroine and before entering the "bad ending" of staying away and committing suicide.

Only by changing clothes with one click at super fast speed can there be a certain probability of changing the diary before entering the suicide mode.

There are too many prerequisites here, and there are no special props or text prompts after success.

So it doesn't really seem like a special mechanism, it should be a bug.

The interface displayed after the change is also very interesting. The male protagonist's mentality value is usually displayed as a red bar in the lower left corner, which can also be hidden.

A high mentality is a long red bar, and a low mentality is a short red bar.

When the male protagonist heard that the female protagonist had another boyfriend, his mentality value returned to zero and there was no red bar.

After successfully changing clothes by speed, a medium-length red bar representing 50 points will appear (maximum value is 100).

It's just the opposite.

When the male protagonist automatically walks away, the other status values ​​​​are increasing positively from left to right from the zero scale vertical line, and only this red bar is displayed on the left side of the zero line.

The status value is already in the lower left corner. If this red bar is longer, won’t it extend outside the screen?

Moreover, the status bar that used to display specific values ​​in the game will no longer indicate the mentality value, but will instead be displayed with a bunch of garbled characters and ■■.

Everyone is worried that the game will suddenly report an error and be forced to exit.

No, nothing happened.

In fact, there have been many incidents in the past where people’s mentality was deducted. For example, selling one’s sister in exchange for a betrothal gift would directly result in a mental penalty of more than 120 yuan.

I had tried it once before using a rare item that could increase the upper limit of the male protagonist's mentality, and his mentality level went back to zero and collapsed.

Perhaps only if the male protagonist has talents such as a very strong red bar and a twisted mentality can he survive that wave of attacks and continue the game.

Theoretically, if you had a normal mindset when the incident of selling your sister was triggered, the result should have been a negative number after the deductions.

But before that, the moment the red bar gradually disappears to zero, the interface indicating the male protagonist's mental breakdown and the end of the game will appear.

But this time, the hero also has the special status limited to the "Charge for Love" ending by riding a bicycle to Youth City and 1v6.

Even if the mentality value is reduced to zero, the game will not end.

Moreover, this "Charge for Love" state is an unlimited and permanent special state.

So, what happens next?
The answer is that the male protagonist stopped after walking a distance.

Because I waited too long without taking any action, the game interface started to automatically display the surrounding scenery.

The male protagonist also began to stretch his muscles and jump around idly.

Not my friend? You're not going to die?
Figured out?

Has he become the protagonist?
I agree with you and try to control it, move freely and do whatever you want.

After a while in the game, it was the next day, January 1st of the new year.

The game interface paused briefly, and then time flowed normally.

It actually exceeded the two and a half year limit of the game duration!
Originally, whether or not the betrothal gift was collected would trigger the ending of the game.

Now that the date has passed, it’s still running!
……

After playing for a while, I gradually figured it out.

First, why didn't the protagonist commit suicide? He understood, which may be the result of repeated application of the protagonist's suicide template.

I remember that there were a few times before when the hero was attacked by the heroine with harsh words like "Why don't you just die if you are such a waste" because he paid too little "tribute".

After the mental breakdown, there is a probability of suicide being triggered, and the cutscene is similar to this time.

In addition, there are some extreme events, such as the mother's early death due to lack of medication, and the protagonist's mentality was reduced to zero and he committed suicide, and the scene was also very similar.

The bad ending this time may use the same judgment mechanism.

Among the judgment conditions of this mechanism, the protagonist's mentality value being zero and having no red bar may be a necessary condition.

But now the hero has a red bar, although it is negative.

So I didn't commit suicide and skipped the ending scene.

The end of the game also has a judgment condition, that is, there must be an end sign animation.

No matter which route you take in the game, it will end with the two and a half years period coming to an end and the heroine has to accept the betrothal gift.

The good ending is that the betrothal gifts are collected, the heroine agrees to get engaged, and after the end of December, the wedding animation is triggered and the relevant achievements are unlocked.

The bad ending is that the betrothal gifts are not collected. The male protagonist will make a judgment based on previous data statistics, including the duration of maintaining a high mentality, the level of attributes, whether there are enough positive events, the number of friends with high favorability, and a little random judgment.

They may end up committing suicide, being hospitalized for mental breakdown, becoming depressed, or remaining single and unhappy for the rest of their lives (Gotong thinks this is the best ending).

These endings have real-time cutscenes, after which the game ends and returns to the title.

The ending now determined is the side quest death ending in the hidden ending, and the death penalty will be executed immediately.

Skip the stats and probability dice and go straight to the suicide animation.

But the male protagonist did not commit suicide.

The lack of an ending animation means the game isn’t finished yet, so of course it won’t be over.

I think I understand the logic.

It's a bug.

If it was a very powerful company, Gotong might think that this might be some kind of easter egg, or that there was a real hidden ending, and would not be so hasty to judge.

But this is the first time that Maodou has made a non-real-life game. To be honest, the previous movie games were not very playable.

It is better to say that it is a new type of online movie that can choose a certain plot and add a few development elements at most.

The change from this game is too big. This game can almost be regarded as the debut work of the new company. Maodou has used some new mechanisms that have never been seen before to innovate. It would be abnormal if there were no bugs.

Even if I continue playing, there probably won't be anything new in the game.

That’s what I originally thought.

But when I played it again, I found that something seemed wrong.

After having a negative mentality, all positive mental events, such as the mother's concern, the sister coming to play with the male protagonist during the holidays, basketball, square dancing and other entertainment events, will make the reverse red bar shorter.

Once it rises to a positive direction, the moment it transitions to zero, it will enter a settlement animation similar to the selling girl incident, where the man will become depressed or something else, and the game will be over.

It is totally inconsistent with the game setting. Good things will make the male protagonist collapse and there is no explanation. It is confirmed once again that this reverse red bar is a bug.

On the contrary, all negative mental events, including continuous labor, continuous study, and random incidents of leaders insulting the male protagonist, will make the reverse red bar longer.

When the red bar in the lower left corner grows to the left beyond the game interface, a bunch of high-mentality buffs will be hung that will only be hung when the mentality is higher than 80.

These buffs provide gains based on specific attributes.

In short, the same "refreshing" buff provides different charm bonus effects when the mentality is 85 and 100.

The former can increase the charm bonus by about 2 points, and the latter by 5 points, which is the same as the initial charm of the male protagonist at the beginning.

The higher the mentality value, the longer the red bar, and the greater the gain.

And the bonus of 100 to 85 is not 17.6% more, but 2.5 times, which is an exponential upgrade.

However, the protagonist's mentality value originally has an upper limit, and the value will always maintain a dynamic balance. The means of increasing the mentality value are also very limited, so this bonus will not be too outrageous.

But now, this reverse red bar generated by a bug seems to have no limit?
If the red bar is long enough, equivalent to two hundred or two thousand mentality points, how terrifying would the attribute bonuses provided by those gain buffs be?
By then... all-powerful wisdom? A superman on earth? A city god of war? The hidden crooked-mouthed dragon king?
(End of this chapter)

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