I didn't get off to a good start with the tutorial. I understood the concept quickly enough: You can spend energy to guarantee a dodge. But it just loops back around no matter what you pick. So I restarted the game.
One thing that wasn't clear to me early on was how much energy you get back. In the beginning I would only pick 1 or 2 actions, not wanting to waste my limited supply of energy, only to see it reset to 10. It seems like it always regenerates 3 per round of combat, yet somehow doesn't regenerate at all between combat when dealing with events that ask you to spend energy on this or that. I'm not sure if you're planning on adding buffs or debuffs to energy regen, but an indicator of your current energy regen would have been helpful to me.
Combat is, on the whole, good. The system is unique to me, but seems fair and gives a good amount of agency. The one downside is that it is a lot of clicking the same buttons over and over again: "roll" - "Damn!" I would recommend something like: Skip all misses (Like fast resolution, but for both yours and monsters) or Resolve the entire round at once, and display the results on 1 or 2 screens.
After the Dark One quest, there are no more quests in the guild, and "Just go looking for trouble" doesn't turn up anything either. I'm guessing that's the end of the game so far? It seems like a promising start in both writing and game mechanics, just lacking in content.
Bugs:
If monsters get two successful 'strip' actions in one round when you only have one piece of armor, they will give the description for destroying the same armor twice.
If a piece of armor gets destroyed, but your companion defeats the last monster before it comes back to 'your turn', the armor won't be destroyed and will still be equipped after combat. It will be destroyed at the start of the next combat.
One part of 'A Strange Affliction' seems to have the wrong text. For the part where the options are "I will investigate the Hogs Rest" or "I will go straight to the church", it will display a description from your previous question instead.
Bind:
Error: <<if>>: bad conditional expression in <<if>> clause: Cannot read property 'includes' of undefined
<<if $conditionslist.includes("rope bunny")>>
Companion getting attacked:
Error: child tag <</nobr>> was found outside of a call to its parent macro <<nobr>>
<</nobr>>
Fighting the Dark One:
rror: <<set>>: bad evaluation: missing ) after argument list
<<set $desctext.push("The foul mass knits itself together,
Also fighting the Dark One:
"Plans to extrude tentacle with a undefined% chance of success." (Always fails)
Killing one of the Dark One's tendrils:
The defeated monster drops undefined gold pieces of loot. (Infinite money, can buy anything from shops.)
Some conditions like 'cumming' or 'being fucked' aren't removed between combat. In the next combat, 'being fucked' can't be removed, even if you win the roll.
"helpless exhibitionist", "naturally subby" have no description
Error: <<goto>>: passage "used cursed collar" does not exist (Hard crash)
Suggestions:
Less 'clicking for one line of text' in combat.
Because energy doesn't regenerate between combat, the best strategy seemed to be to spend all your energy at the start of a fight to reduce the enemy numbers, then, once there's only one enemy left, spend a few turns dragging to feet to regenerate energy in preparation for the next fight. I would suggest that energy always regenerates to full between combat, outside of, say, special events like an ambush. Considering how fast it regenerates in-combat, it doesn't seem to make sense that you can't catch your breath outside of combat.
Actions that can't succeed or would have no effect should be skipped in combat solution. There's no need to roll for a trip if you're already on the ground.