(Sorry this is late! Thought we submitted before.)
After playtesting a final-ish version of the game with some people outside of class, these are some questions we had:
How can we balance engagement with the stat management and the story? Some playtesters reflected that they became hyper focused on fixing the stats and missed out on seeing content, which they later noted they regretted because they wanted to engage with the story more. How can we balance this out?
(sort of related) How can we improve exploration of the characters? A few playtesters zoomed through the boys as quickly as possible, and then reflected something to the effect of wishing they could go on more dates or that they could engage with the characters more. What could we do to encourage exploration/engagement? Would changing the game balance so that the number of dates it takes to fix a boy encourage more exploration? Or changing the game winning conditions so that the player goes out with the boy for an in-game week, and it is more about fixing him in that span of time rather than fixing him as fast as possible? What are other methods we could experiment with?