Lu:Cid v.0.01 Walkthrough

+++Intro+++

7/3/20

Lu:Cid in its current state is messy and unclear. I realize even the opening instructions are
cluttered (I'm debating whether or not it qualifies as bona fide Crappy Design) so this document
is going to clear some things up if you're dedicated to seeing all that Lu:Cid currently has to
offer (which, if that's you, my sincerest THANK YOU for taking the time to check out this mess
that is my first real attempt at game making). I would not blame you for waiting for a few more
updates to pass - Lu:Cid would not be published right now if it weren't an entry for a game jam
(Dream Diary Jam 4) in which I participated. There are many many better, more polished games
from that jam that I encourage you to check out.

https://itch.io/jam/dream-diary-jam-4

Thanks again for checking out Lu:Cid and stay tuned for some irregularly timed updates here and
there. If you notice any bugs or just have thoughts/feedback for me, leave a comment on the game.

+++WalkThrough+++

1. The Waking World

As is traditional in Yume Nikki fan games, the player cannot leave their room/apartment, for
reasons left up to interpretation. So it is with our protagonist, Cid.

	1a. Instructions screen: Upon starting a new game you will be shown an instructions screen. If you accidentally close it out, it can be referenced again later by checking out the fridge, or by going into the graphics folder of the game files and opening up 'instructions.png'. A quick summary of the instructions,
alongside some notes:
	x Main Gameplay Loop: walk into the bed, the covers will shift slightly automatically but nothing will 	happen. Press 'z' to pull the covers over Cid's head, and they will go to sleep. After that, go to the 	door and leave your apartment, where you will enter the nexus area. Each candle, when blown out, will take 	you to a different dream world. Press shift at any point to wake up.
	x Disregard the instruction "Don't forget to eat." Eating at this time serves no purpose in the game.
	x Disregard the hint about tarot for now. It is incompletely implemented and I promise it will not
	help you progress save for one point which I shall touch on in the walkthrough. It is not really worth 	your time, though.
	x IMPORTANT: EFFECTS WILL NOT EQUIP FROM THE INVENTORY SCREEN. This is something I intend to fix.
	For now, to use effects you must open up "equipment" and then open the "effects" category.

	1b. Balcony: After closing the instructions you will find yourself on a balcony with a pet food
	bowl.
	x Filling the pet food: You cannot fill Remy's bowl at the start of the game because you do not
	have the cat food in your inventory. Go inside and open one of the boxes near the fridge. You will now
	have the cat food.
		x Cat Food:
			>Cat Food can be eaten, but will not be completely consumed, i.e. it is not a
			limited use item. (Note: This is one of those things I added in because I figured someone 			might try it. Now I lament that I have all these relatively hidden events in a game that 			otherwise appears not fleshed out at all. Cat food will heal +1 nrg but this is currently 			meaningless.)
			>You can now fill the food bowl on the balcony. When you do so, Remy will walk out
			onto the balcony and eat the food. If you leave the balcony and come back, Remy will be 			sound asleep.

	1c. Living Room:
		x. Door:
			>Awake: you will get a bubble with an ellipsis.
			>Asleep: The door will take you to the nexus.
		x. Ladder: This will take you to the bedroom.
		x. Fridge:
			>Food: Food. Useless.
			>Pictures: Opens an interface. Click on the pictures ('z') to open them, press 'z' again 			to close them. Click on the arrow to return to the living room.
				>Pictures: 1. A badly modified/pixellated photo of my own cat, Valkyrie, as a 				kitten. Remy is based on Valkyrie, but Valkyrie is not all-white, hence the bad 					modification. Expect a touch-up in future updates. 2. Photobooth pictures of Lu 				and Cid. 3. *THE INSTRUCTIONS!!!*
				>NOTE: When opening a picture do NOT touch the arrow keys - I did not disable 				movement while pictures are shown, and if your cursor moves off of the photo you 				will not be able to close it without navigating back onto the photo, which is 						difficult as the interface and cursor are likely occluded by the open picture.
		x. Lamp: Can be turned on and off, but when dreaming it will be fixed to off.
		x. Picture Frame: Picture by Richard Doyle. Will display a different picture if looked at while 		dreaming.
			>NOTE: When opening a picture do NOT touch the arrow keys.
	
	1d. Bedroom:
		x. Bed. See 1a bullet point 1 for instructions on how to sleep.
			>When asleep, an alternate way to waking up other than pressing 'shift' is to approach 
			Cid's sleeping form in the bed and press 'z'.
		x. Bookshelf. Interface: Arrow to return to bedroom. Speaker without sound waves to mute music. 		Speaker with sound waves to change music. Book icon to open the book menu.
			>Credits here!
			>Read Jekyll and Hyde. This confers no game benefits and is 100% optional - it will 			probably only be of interest in a longer game, where it is a potential diversion. (Note: 				Right now, I need to "format" most of the chapters. Chapters 1 and maybe 2 + 3 should be 			readable right now. What I do is go into the text files and, with the game open, check 			every line to make sure it is not cut off, and modify it accordingly.
			If you really want to read Jekyll and Hyde and cannot wait for the update, you are welcome 			to open DreamDiary/Notebook and edit the text files as I have described, or read them in 			the word processor of your choice, or read it online at Project Gutenberg, as it's in the 			public domain.)
			>Hopefully more (public domain) books will be added in the future!
			>Every time you wake up, a random variable is rolled, and there is some chance that
			Remy will appear sitting on the bookshelf.
		x. Tarot. Currently not really worth checking out.
			>The major arcana is in the game files, but only The Fool will appear no matter what
			options you choose.
		x. Photo Frame: Picture Frame: Picture by Richard Doyle. Will display a different picture if 		looked at while dreaming.
			>NOTE: When opening a picture do NOT touch the arrow keys.
		x. When asleep, Remy will sleep in the box at the foot of your bed. If you press "z" you can wake 		her up, and she will freak out and jump off the loft. While dreaming, Remy (the version in the 		room) will now run from Cid. In the living room, a broken glass can be cleaned up by pressing 'z'.

2. The Nexus

	2a. Witches:
		x. Most of the witches repeat the same message when spoken to. The witch with the cat face will 		later help you add unlocked party members, i.e. cats.
		x. One witch alludes to a missing sibling. This is a sort of quest line that is not currently in 		the game.

	2b. The Pentacle
		x. Top Candle is unlit and cannot currently be lit.
		x. Top-Right Candle: No Content Here.
		x. Bottom-Right Candle: Takes you to a trepanated skull. Enter the hole in the skull. This is one 		way to enter the Afterlife.
			>The Afterlife. Currently, not much to do here.
				>Cicero the cat can be found here.
				>Talk to the ghost to receive the Ghost Effect.
		x. Bottom-Left Candle: Takes you to an ongoing hallway. Tiles + Pumpkin character are from Retro 		Halloween Tileset. Talk to the pumpkins and proceed. At some point you will no longer be able to 		proceed, and should wake yourself up. I plan to add an entryway to a larger halloween world at 		some point.
		x. Top-Left Candle: The most fleshed out dream world.

3. The Desert World
	3a. Desert Entry. This is where you appear from the nexus. You can either enter the cave opening or
	walk leftwards offscreen, which takes you to an overworld.
				x Cave opening.
					>Enter cave.
						>Door to the left.
							>If the NPC touches you you will be transported to another 							part of the cave. Otherwise, there is nothing here.
						>Door above, to the left of the 2 NPCs.
							>A short cut scene can be found here.
						>Door above, to the right of the 2 NPCs.
							>Here you can find an NPC who will give you the Face Mask 														Effect.
						>To the left of this door is an exit to the outside.
							x Outside the Cave/Water Area.
								>There is another cave entrance.
									>In here is a box containing the weapon 										called the Scissorblade. Weapons serve no 									purpose in this version. You will be 									unable to move the box.
										>You CAN move the box this way: 										play the tarot game, defeat The 										Fool until the Opportunity item is 										dropped. Return to the box. You 										will be able to move the box, but 										Lu will disappear. When you 										continue down the corridor, there 										is nothing there. Not worth it.
								>In the bottom right corner there is an exit to a 								new map.
									>In this new map, move south through the 									water. You can find Remy here.
								At this point, nothing left to do but return to 								the desert entry.
				x Overworld. Find this area by moving left in the desert entry area. You will 				automatically be transported to the overworld.	
					>Move north or south and you should find the city. Stand next to it and 					press 'z' to enter. Do the same by the deadly-looking mountain to return 					to the desert entry.
	3b. The City.
		x. The City Entry
			>The door beside the bug npc will not open. It does not yet lead anywhere.
			>There are two cops with guns for heads.
				>Both, when spoken to a second time, will have something new to say.
					>When talking to the cop on top, if you speak to her a second time she 					will "accidentally" shoot you in the face. You will be transported to
					the Afterlife. The same afterlife can also be found by entering the 					trepanated skull attached to the Bottom-Right Candle in the nexus.
					>The Afterlife. Currently, not much to do here.
						>Cicero the cat can be found here.
						>Talk to the ghost to receive the Ghost Effect. Talk to him again 							for some nonsense.
			>The bug npc will not let you into the city. There are two ways past him.
				>Get the face mask effect from the bug npc in the caves back in 3a. To equip, 				press 'x' to open the menu and navigate to "equipment" and from there "effects." 					It will not work from the items menu. The gate will open permanently, and you can
				go in or out with or without the face mask effect going forward.
				>Get the ghost effect by entering the Afterlife and talking to the ghost. The 				afterlife can be accessed through the bottom-right candle in the nexus, then going
				through the opening in the trepanated skull, OR by getting shot by the topmost
				cop in the cave entry. Equip the ghost effect in the same fashion as described for 				face mask effect just above. You can now simply walk through the gate.
			x. Inside the City.
				>From right to left...
				x. First door: will not open.
				x. Second door: is hanging open. You can go inside.
					>There are some NPCs here to talk to.
				x. Third door: is locked, but if the ghost effect is employed you can enter this 					house by walking up and pressing 'z'.
					>There are a lot of bug NPCs here. They will not notice you if you are 
					employing the ghost effect.
				x. Fourth door: is locked but if the ghost effect is employed you can enter this 
				house via the same method described above.
					>There is a weird guy here. He is "Holster-kun." He likes the police. You 
					can interact with some of the stuff in his room. If ghost effect is 
					removed, Holster-kun will notice you and may react to you looking at his
					things. As a ghost, you are invisible to him.
			x. Westward city segment.
				>The door is nonfunctional.
				>Feel free to talk to the npcs. They will not shoot you.
			x. Even more westward.
				>The door here is nonfunctional.
			x. Big Ominous Building.
				>At the end of the street is this big ominous building that you cannot enter yet.
				Sorry!

That's all there is to see right now! Thanks for playing!