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Create a mobile-friendly, choice-driven visual novel called “Choose & Date!” set on a bright college campus. It is a non-explicit, all-ages BL romance comedy about a customizable 19-year-old freshman meeting five possible love interests, with a hidden sixth secret route. Use a soft pastel anime-inspired interface: pink, lavender, sky blue, cream, mint, and dark plum accents; rounded white translucent panels; large playful display typography; pill-shaped labels; chunky rounded buttons with soft drop shadows; and simple stylized character portraits rather than detailed illustrations. The game should work well in portrait/mobile layouts as well as desktop.
Start with a title screen over a pale pink/blue/yellow gradient. Show the large white “Choose & Date!” title with a pink shadow, the subtitle “A campus BL romance comedy visual novel prototype — choices, texts, journals, routes, and endings.”, an all-ages/non-explicit notice, and buttons for New Game, Continue, and Gallery. New Game opens a freshman setup form with editable name (default Yuu), pronouns (he/him, they/them, she/her, custom), clothing style (Soft cardigan, Street hoodie, Preppy jacket, Comfy gamer), and nickname (default Freshie), then a Start Orientation Day button.
Present story as a visual-novel scene: a full-screen illustrated-by-CSS background, up to two simple large color-coded portrait sprites near the bottom, and a bottom translucent dialogue box containing a speaker pill, narrative/dialogue text, and choice buttons. The backgrounds should visibly change by location: blue-sky campus with clouds, buildings and a path; warm café; neon purple/pink/blue arcade; dark occult club; cozy room; and blue nighttime campus. The portrait treatment can be abstract but should use distinct colors for each character: Atrso blue, Minato pink, Tokurrin orange/gold, Shinra violet, Toby teal/mint, and Rei dark plum/gray.
The opening Orientation Day scene introduces the player and the five main characters: Atrso Hitoshi, childhood friend and dependable holder of embarrassing childhood stories; Minato Love, an online guild friend awkwardly meeting offline; Tokurrin Singapore, a competitive rival; Shiratori “Shinra” Shiina, an occult-club enthusiast who jokes about prophetic vending-machine drinks; and Toby Eita, a gamer/music lover concerned with an electrical outlet and his music. Follow the introduction with a choice involving Atrso’s lunch invitation, with branches such as accepting, postponing, bringing packed food, or racing to lunch; these choices can lead to an Atrso lunch or Tokurrin challenge scene and then the daily schedule.
Implement a short repeating daily structure. The HUD at the top should show the current day and time slot, initially “Day 1 • Morning,” plus Phone, Journal, Flow, and Save buttons. The player begins each day with 5 energy and has a money value beginning at
0. The schedule asks how to spend the time and offers: Attend class, Study, Work part-time, Visit arcade, Hang out at café, Join Occult Club, Practice music, Text someone, or End the day. Most activities consume energy: class and study consume 1, work consumes 2 and pays
8, and arcade, café, club, and music consume 1. Texting does not consume energy. If energy reaches zero, end the day. Days advance, energy resets to 5, and the displayed slot alternates Morning/Afternoon. After day 3, select the character with the highest combined hidden Affection + Trust as the route, then show route-specific scenes on subsequent days; the prototype reaches an ending at day 6.
Track hidden Affection and Trust separately for Atrso, Minato, Tokurrin, Shinra, Toby, and Rei. Choices should change these values, sometimes positively and sometimes negatively, and can unlock profile fields. Activity examples: arcade lets the player team with Minato or challenge Tokurrin; café lets the player sit with Atrso or notice a photographer in the background; Occult Club offers respecting the ritual, joking while staying, or dismissing it; music lets the player hear Toby’s song, give feedback, or change the subject. Texting opens a phone-style scene where the player picks an available character and receives one of several short messages, then can reply honestly, send a joke, or leave it unread. Store text messages in the phone log.
Give each main character a route scene focused on emotional relationship choices. Atrso’s themes are growing up, change, and family bonds; Minato’s are trust, awkward offline meetings, and gaming; Tokurrin’s are banter, respect, and growth; Shinra’s are urban legends, mystery, and comedy; Toby’s are creative passion, motivation, and support. Add a secret Rei Kisaragi route: Rei is the quiet photographer who appears in the background of a café scene, and can gain hidden relationship points when the player notices him. Rei’s theme is being seen without forcing attention. Keep Rei unavailable to normal texting/profile display until the secret unlock flag is earned through repeated play and ending collection; then include Rei in the available cast and show his night background and route scene.
Include a Journal/Profile menu with one card per available character. Each card shows age, route label, a hidden Affection+Trust progress meter, and 0–6 unlocked profile pages. Unlockable fields are Favorite food, Birthday, Hobbies, Fears, Dreams, and Fun facts. Use the actual character details: Atrso likes omurice and cooking for people, birthday May 9, fear of being left behind; Minato likes melon soda and online RPG raids, birthday Aug 22, fear of disappointing people offline; Tokurrin likes spicy curry and winning at anything, birthday Jan 14, fear of being ordinary; Shinra likes black sesame pudding and urban legends, birthday Oct 31, fear of being laughed at for believing; Toby likes convenience-store pudding and composing loops, birthday Mar 3, fear of losing his spark; Rei likes café toast and photography, birthday Dec 12, fear of interrupting other people’s happiness. Show unknown fields as “???” until unlocked.
Include a Phone/Text log in a dark plum phone panel, a Flowchart panel listing completed scenes with their day and label but never revealing future scenes, and an Endings Gallery. The gallery should track five ending types for each available character: True Love, Good, Friendship, Bittersweet, and Bad. Include a Schedule help tab explaining that daily activities, hidden Affection and Trust, and choice patterns determine endings. Add small achievement notifications for meeting all five main characters, reaching a real spark (Affection at least 8 for someone), collecting hidden memories, starting a route, reaching an ending, and studying.
At the end of day 6, evaluate the selected route character. If combined Affection+Trust is at least 18 and Trust is at least 8, show a True Love Ending; otherwise combined total at least 12 gives Good Ending, at least 6 gives Bittersweet Ending, and lower totals give Bad Ending (with Friendship Ending used as the default category where appropriate). Show a dedicated ending scene with the character portrait and relationship-specific text: True Love is a future built on trust and choosing each other; Good begins dating; Friendship remains important without romance; Bittersweet parts kindly; Bad endings describe the relationship fading, retreating, resentment, dismissal, moving on, or an almost-connection. After the ending, offer New Game+ and Ending Gallery. New Game+ returns to setup and preserves the broader collection state so the player can pursue other routes. Save/load should use local browser storage, and the title Continue button should reopen the saved game or setup screen.