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Strive: Conquest

A successor to first Strive For Power game, currently at alpha stage · By Strive4Power

Feedback (with some suggestions)

A topic by Demnadro created Mar 21, 2021 Views: 556 Replies: 1
Viewing posts 1 to 2
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First of all, I'm not sure myself should this topic go in general-discussion or suggestions/bug-reports, but since I'll also suggest some things I think this should be posted here.

I played both prequel and sequel and for the some part of this feedback I'll be comparing some of the features of both. And last thing that I wanted to say before starting actual feedback, if I don't like something or wanted something in a different way it doesn't really mean someone else feels the same way, chances are these are just my thoughts and no one agrees with me.

First of all, travel and world map, in prequel it was pretty good, you had map, various unique locations, way to fast travel, thou it WAS annoying that to some places you had to just manually walk trough map. On the other hand sequels way of travel is as I think is too oversimplified, you click on location, you pick your group, you wait and you are there, boring, at this point why shouldn't we just play as some lazy-ass slave owner who won't even ever in his life move out of his bed and let slaves do every thing for him. Now to the part of suggestion: why not combine mechanics from prequel with new ones, in my mind it works like this: as long as location is safe (town/village/completed dungeon) and doesn't have dangerous locations on the road or you have teleportation stone to that place you can send your slaves without yourself, if location is safe, but to get there you have to go trough dangerous ones your slaves have risk of being attacked so you'll probably want to accompany them or send them with someone capable of fighting and ability to think on their own (peons), if location is dangerous you can't send just slaves, you HAVE TO send someone capable of thinking on their own (peons) or yourself and the only way to fast travel there is having a mark spell or guidance spell. And to the final part of traveling: you can always manually travel if you chose so, and you have a nice map to help you navigate, all the special locations (bandit camp/bandit fort/forest/cave/tomb/e.t.c.) are the sub-locations of map locations so for example: you buy bandit camp coordinates and you see that this specific camp is located in amber-road location.

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Also this new class system seems out of place, I mean why did you had to change it? Why can't I just learn the spell I want? Why do I have to go trough all of these classes? I mean if it would be just an attribute bonus, a special effect and/or class-specific ability the yeah, go ahead, being "True Succubus" probably would have better lust-based abilities/stats/bonuses than being simple succubus, but why do I have to be a knight to learn how to wind slash. I'm trying to say, some abilities should just be learnable, but some "special" abilities locked behind class.

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I don't really know what to think of new battle mechanic, I did like last one more because of variety of reasons, but I kind of want to give a new one a try. (will definitely write more on this subject later)

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I definitely like new crafting system more than what we had before, thou I expect some items will be unlocked only by finding a recipe or some items will be completely uncraftable.

AGREED, That exactly what i was thinkin