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(2 edits) (+1)

I'd like to drop a list of suggestions myself. Many of which meant to slightly improve clunkyness or even outright fix bugs/design flaws, but not all:

- Have captured people count immediately, so one can move with them from outside to the slavers guild. Currently, if capturing someone meant to be immediately sold, one has to go back to mansion and then leave again. It doesn't add anything to the game and is just unnecessary clicking.

- Consider expanding choice in the market stalls. I understand that some items are meant to be unique, but many regular articles like the manacle item, some alternative clothes and so on can and already are balanced by the virtue of their price and shouldn't be restricted to be found only as loot. I understand actual magical, rare, dangerous equipment wouldn't be fit to be available and I agree that not every item in the game should be acquired through regular market stalls, just more of them than currently are.

- Speaking of clothes, it'd be nice if there could be a few default, 'already worn' clothing items. I understand that currently equipment works on the idea that whatever you put in is meant as an addition to whatever set of clothing the character has by default but often already among those are clothes - there's even NPC which switches to maid uniform without having a maid uniform item which IS an item, actually. Thus, I'd appreciate it if every character would already come with some clothes set, even if it's just non/negative-stat rags for a barefoot urchin.

- It's great there's an ability to vary character age, but I also on top of that would like certain modifiers for NPC class. For example, I may enjoy getting a whole bunch of daughterus for my mansion together with a few older girls as concubines, guards etc but at the same time I'd like to avoid whole gangs of bandits being composed of barely pubescent serial killer girls. Changing this to make it considerably less likely for little kids to be for example professional, battle-hardened highwaymen than it is for adults would mean it's also harder to find loli you look for, but I'd say that's a fair trade, for the sake of believability and immersion. I have to point out I wouldn't want to completely ignore the gender ratio values one sets through slider, I just think it'd be great if there'd be modifiers on top of that on some logarithmic curve.

- Interactions for the sake of getting mana get really tedious after a bit. I understand that they'll get more interesting over time, there's many acts etc (probably nice, even if generic images of some acts would help here, by the way) and so on but sometimes I just really want to harvest mana and get on with the day. Some sort of standarized, not-leading-to-pregnancy "enjoy your time" button would be awesome in avoiding being forced to click through things if one's not in the mood to actually pay attention.

- Tooltips for luxurious living options and sex status icons are necessary. Costs and effects for the former, what do they mean and how they affect what's going on for the latter. Sure, some things can be figured out easily enough but I am willing to say one shouldn't need to figure out basic indicators on the HUD.

- Currently the game recognizes races when one's choosing portraits (using the popular portrait pack), but it'd be nice if it could also recognize tags for hair/eye color, age and gender as locks. Without loading everything else every time. It would be also nice if which locks are chosen would be saved, so one doesn't have to wait for the whole gallery to load and then wait again after choosing current race lock to only show relevant portraits.

- Most occupations require particular traits/stats. That's good. What's weird is that those stats usually seem to be raised only from other occupations. I understand so for very theoretical or fundamentally dependant on academical knowledge tasks, but having to send foragers to the library sounds weird as all the wits and applications of them should be trained by the very practice of the occupation they perform - namely, looking for and picking up edible things.

- I like the idea that more skilled and respectable servants expect certain quality of life but it'd be also nice if there'd be certain modifier for very obedient, devoted, loving ones allowing them to rough it without complaint for the sake of their master. Sometimes during the game I had rough patch and had to downscale the comforts just to have those who'd seemingly worship me just start complaining. I also realize there's the Grateful trait and that's great, but it seems to be more dependant on storyline than how well a servant is broken/loving/obedient. Maybe some sort of compromise between those could be found.

- Connected to above, please make the game recognize lack of food as such. I had servants complain about quality of their room before noticing what really was the problem is that the pantry was empty and I forgot to buy more food.

- Some sort of indicators of enemy traits, looks would be useful and make sense since normally a person can notice straight away whether someone considerably bigger and stronger is so. The same way, assuming that the enemy doesn't cover themselves fully, noticing if they're attractive and generally how they look wouldn't disrupt the game but allow certain planning and visualization of the battlefield instead of guesswork which enemy<number> is more of a threat and why. Certainly there are unassuming spellcaster enemies out there and those should be what mind reading is for, not absolutely everyone everywhere.

- There's magic, there's alchemy, there's supernatural creatures. I'd like it if after some time one could include such kinds of upgrades for one's mansion. Magical garden generating steadily X food every turn, quality sheets providing more restful rest, incense that relaxes the staff - things that may not have great impact but actually show progression. Some stuff like that may already be in there, but it still seems like majority of mansion upgrades are just generic 'let room do what it already does but now it can hold more people/items/resources'.

- Learning ability menu is crap. Not only it kind of spoils possibilities ahead of player by listing every ability ever achievable (could easily restrict it to just what's available and maybe what one can soon get if point or two will be allocated in right stats) but many of them, especially of supernatural nature seem more like mutations that should be acquired through one's laboratory. If spitting acid is actually a spell, have it learned like a spell but if it's developing innate biological change allowing you to do so (and it's not a regualr ability of your specie), it shouldn't go through learning menu but some alchemical/magical procedure.

Here. Thank you for your work so far and I hope you'll keep on going - while aforementioned list may give a different impression as it concentrates on what doesn't work well and should be fixed, I do enjoy the game and hope to play more of it in the future.

EDIT: Typos and elaboration on some things.