

>Need more Whitney content like this in DOL >any chance of letting us have a swim in the pool when school's not in session? I would, though I'm okay with some traits being restricted to experienced characters. >would you consider lowering the requirements for those traits like plaything, cum dump etc? >could you please add the ability to take your pills at Eden's cabin >how about you add guns so I can become a school shooter

Wanted more time for bug fix updates before Christmas really. Missed my personal deadline by a couple of days. For the hairbrush being able to use it to brush your own hair would make picking it up feel more sensible though that'd make using it for someone else's dna bit weird but it's a dream and it working the same even after using it could be sort of interesting. The lab stuff seems tricky to give a good reason to do, wanting to satisfy the scanners need to see whatever it is they care about isn't that bad(though NPC or such also wanting that might be better but it'd require being talked to) but there's little reason to think doing the lab stuff would help with that. The exit elevators along with keycards make it seem that your goal is to leave the dream, but it could be communicated more clearly in some way(or if that shouldn't be the goal make that more clear), using text there are various ways that could be done. I feel like the main thing that needs excuses to do is item use, just walking around doesn't need much of a reason to do(though obviously more intriguing the places you do so are the better) but as soon as I'm using or picking up items I'd expect there to be something that lets me figure out which item I would want to use and to have some excuse for doing that. It sounds like I've achieved my goal recreating the Yume Nikki experience, but unsurprisingly, I don't have a cult following that will give me the time of day to explore empty rooms and corridors.

>Give incentive to the player on why they should do certain things.
