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randomwil

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A member registered Jan 02, 2021

Recent community posts

Hi Team,

Played quite a bit of strive4power then only recently found conquest. Overall conquest is pretty good and my impressions are quite favorable/positive towards it.

Having played through the current content as well as a significant of days beyond I have noticed some sections that could use some tweaking.


Firstly, the Growth Stat.

Currently I am unable to find a way to increase growth on characters, and this in turn becomes the most valuable stat when progressing any toon. All other stats can be "easily" upgraded via the slave vendor in town's upgrade section for crafting materials. (ps. may be in advanced alchemy, have yet to upgrade my alchemy table)

Advanced resources.

It took me quite a while (70+ days) to realize that the "towns" are actually infinite farming locations. Once this was discovered my lineup pretty well consisted of the primary 6 "adventurer" group consisting of only great growth characters, while the rest became literal slaves with the sole purpose of chopping down wood and working mines. This removes any real attachment from those workers and any strive I previously had with maintaining any form of relationship with them. The only addition they had was to all be harlots to service eachother in the field so that my primary character interactions were no longer required.

Economy/Food.

I'm sure this is by design but the cost of manufactured goods is not equal to the cost of ingredients (at a minimum). This may serve a purpose to help with the initial cost of startup getting a weapon to make the first dungeon smoother, but this results in almost all initial money being primarily made from selling fish due to the high rate of acquisition and 1:3 gold selling. Also with the ability to set character diets to only fish (regardless of their likes/dislikes) almost removes the need for cooking, except for quests requiring whiskey etc.

Dating.

It doesn't take long for your primary character to be maxed out on all stats, which halves the training gain of dates. The dating mechanic for socially integrating/easing a new toons into your "house" is perfectly fine, however the swap to bedroom location for proposition although logical from a gameplay point isn't obvious (no tutorial). In addition there does not appear to be a way to increase daily interaction limits; which in turn compounds the previous issue.

Toon Training (stats)

In strive4power the library mechanic for new characters was quite good for levelling new side characters. It may be worth implementing a more passive trainer/teacher task for a headgirl/director. Something with more gain rate than simply assigning the character to a repetitive task/manual labor (thus removing them from any attachment). In house training would also lead to more incentive to consider date interactions with those external to the main core group.

Classes.

I'm well aware this is a work in progress (and already quite good) but a number of classes are significantly better than others. Generally speaking almost any class that increases a statfactor is superior from a character development point of view. Also the harlot class is by far the best as an initial choice due to its ability to acquire experience. resulting in a rotation of members servicing each other.

Combat.

Speed is king, which in turn results in your main combat group pretty well taking archery and rogue first. Archery having the benefit of leading into ranger, which is the only combat class that results in a statfactor gain for physical, and once again being overvalued. Evasion is nice from rogue/assassin, while speed is primarily acquired from it + previously mentioned archer. Fighter classes have very little value; this is also due to armor (bug?)

Armor.

Currently there appears to be a bug for leather and plate where the crafted armor value of materials is being applied at half rate when compared to a cloth counterpart. This is resulting in light armor/robes having the same if not more armor value than medium armors. this also results in added benefit when used in tandom with rogue class allowing your party to be stealthed. Please correct the multiplier that is leading to medium armor having zero value. Heavy armor is also half rate, but it is atleast 2x the def value compared to light, so not terrible; although limited.

Quests.

As other have mentioned it is more prudent to spend any initial faction points on simply more quests, which in turn results in more point gain (faction economy). This then allows for a massive influx of faction gain once medium/hard become viable for your developed characters. However this does result in a slower start as far as character development for class unlocks; but a faster end due to scaling.

Story.

No complaints, although currently limited, I think the foundation is solid and I look forward to more progress / quests generated from them.

Final thoughts, all in all a solid successor to strive4power, a bit more in depth once you get used to the UI and traveling mechanics. Dungeons are much like traveling between towns in strive if all combat was forced. But the fact they are "dungeons" makes it perfectly fine.

Keep up the good work, and I look forward to any future releases.