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i just want to preface this again with, i love the game and will still enjoy it for the forseeable future even if it stays as gamey as it is :)

i just have a few ease-of-access/quality of life suggestions


i wouldn't consider it a bad vs good system so much as a role system but i can see what you mean. incidentally the karma system in fallout 3 is ironically less about morals or ethics than the system's intention.

 players always look at it as a difficulty slider, it's almost universally easier and requires less skill checks to be Evil karma but you make a lot of enemies and lose access to cities or shops. effectively locking yourself out of some of the game's content.

conversely looking at good karma you have to deal with harder skill checks, often have to fight tooth and nail to protect someone especially so if you fail a speech check leading a good karma player to need not only inhumanly fast reflexes(refer to fallout 4 rescuing kent from the raiders) but also inhumanly good luck and tactical choice.

now consider this argument in favor of making this like a karma system via rebranding, log in exp bonuses vs exhausted exp status.

World of warcraft has a system that reduces how much exp you earn the longer you're logged in until eventually 50%. therefor logging in for short periods means you can earn double exp for half the effort. players hated it because they felt strongarmed or something like that.

WoW decided to fix the system and it became universally loved to the point it's in basically every mmorpg today. they changed nothing of the earlier reducing-your-exp-per-hour system, they just renamed it. now logging in is a 200% exp bonus for 5 hours instead of a "you earn only 50% exp after 5 hours" penalty.


for whatever it's worth, the game's depth and availability to you regardless of your perversion level is a great mechanic and is only tiring when the player feels compelled to stick to only one path with little indication beyond intuition on what their "correct path" is.

runner-up suggestions

-make the chat text more accessible the way fallout 3 and 4 do by adding bracketed skill checks and coloring the text between say pink for affection, green for prudish, white for neutral, and purple for lewd. this solves the earlier complaint of save-scumming to get the lewdest/loveliest reward without adding cheat-y ways to grow your stats.

-tactical analysis skill as an option in action/combat scenes. for one unit of energy, same as vibro-dash, the player can have jenna assess how the battle might play out. for example vs leath, jenna can be asked to analyze the fight and she'll respond 

"(light purple or purple with 1-out-of-5 ticks):if i let her capture me now, i can get close to her with minimal effort for a surprise attack! 

(deep purple or with 5/5 ticks): but if i kick her ass, i get to show her who's boss! i just hope my vibro-suit can hold out"

you would probably want your writer to choose better wording that won't spoil the surprise though haha