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Strive for Power

Fantasy Slave Management/RPG Erotic Game · By Strive4Power

Appreciation and feedback

A topic by SigurdCole created Nov 25, 2017 Views: 3,558 Replies: 5
Viewing posts 1 to 4
(+1)

Hi there! I found your game, and it's drawn me in over the past week. I've been poking around in the scripts and thought I'd provide some appreciation and feedback.

Really impressed by the beast races and implementation, descriptions are pretty awesome too. The art is pretty great as well!

Thanks so much for adding requests via Sebastian - having to live with the RNG of markets and encounter tables is awful.

The ability to modify and self-modify via the lab is pretty awesome, and I love that it requires an assistant. It does make it stand out that there isn't a way to affect the player's Magic Affinity, though (I might not have gotten that far), since you can't get tattoos and the slaves can

Not sure if it's by design, but I think it's both hilarious and awesome that you can have a picnic by taking a team with decent Awareness, traveling through any town outskirts, avoiding all combat, and resting before heading back to town. Only once per day, so it doesn't seem like an exploit, and I think it's neat.

I really like how the Tanuki/Merchant bonuses work. The math means they both make more gold on one hand, and sell less supplies on the other (without earning less gold), is a pretty neat bit of math work. Nice one!

Likewise, I love the food consumption bonus from Cooking. Though there may be a math error in there, it looks like Wits gets divided twice and Agility is never affected?

I feel like Toxicity is potent and potions aren’t to be used casually, but the rate of Toxicity relief is pretty punishing, especially since nothing helps it. It would probably be better if the range was narrowed - 2-5, or even 2-4 would be better, and avoid terrible luck.

Oh, and one question: are the Beastkin racials, tattoos and the Ranger class the only things that affect Awareness, or am I missing something?

Thanks again for making such an awesome and engaging game! Worth the donation!

Developer

Thank you :)

Awareness is calculated from: agility*3 and wit/10, so any item trait or other affect affecting those will also affect awareness. 

Cool, thank you!

More appreciation and observation!


I think it's neat that your fighting slaves can have day jobs!

Research Subject doesn't factor in race, seems like a missed opportunity

Because their racial healing bonus is strong but fixed, with a good Nurse and an occasional Sedation, an Endurance 2+ Orc could be a research subject almost indefinitely. While Endurance 3 would be good, more than that and you start hitting the risk that an injury will be more than you can recover from, since it's 1/3 their Health.

While the way the racial and specialization bonuses interact is cool, the Market job is awfully underwhelming. A Merchant Tanuki Commoner with capped Wits earns a bit less than 90 gold on an average day, and that's with selling almost 15 supplies. For reference, your average level 1, slave grade bunny makes over 100 as a fully trained exotic (which just takes energy, and therefore food). I know that a Merchant Tanuki is effectively a money mill, since it usually sells supplies at a profit to market prices and never at a loss, but it's not really worth the slave slot to manage it, IMO.

It was neat to note that, assuming you've unlocked everything, the unlock bonus for Whore and Exotic come out to the same amount.

It surprised me that the Nurse job checks for supplies, but doesn’t actually seem to use any.

The Library is just cool overall - a great way to knock out those first few levels if you can afford the food and luxuries while they're studying.

I overall really like how Hunter is balanced.

- The Courage requirement to never fail is fairly steep (and Slaves just have to live with that chance they'll fail), but the fact that it also gives Courage really eases the sting.

- On one hand, a fully leveled, specialized, augmented and tattooed Arachne Hunter brings in a comical amount of food and supplies. OTOH, you can't sell food and supplies sell for pennies, and that's a ludicrous amount of resources to spend on something that doesn't bring in money.

It’s a bummer that Forage is as terrible as it is. Between the fixed amount and the chance of failure, it’s only worthwhile for the worst possible slaves to do it - and why would you keep them?


I was kinda surprised that having 0 energy doesn’t seem to affect Awareness. As it is, Awareness awfully powerful, letting you skip any fights you don’t want, so with a good scout you can mostly wander around without any trouble, even at zero energy.


It's great that there are ways to raise every mental stat, even though it's so slow that it's often more effective to hunt down the right slave than raise one up. And that, similarly, there are hard limits to how much Beauty can be improved, when it's important for a lot of things.


Invigorate + Sedation is comically powerful. As long as your slave has at least 2 Magic Affinity, it will usually pay for itself. Even at Magic Affinity 0 it only produces 5 stress on average, and by Magic Affinity 2 it will never produce stress. OTOH, by Magic Affinity 3 you can generally get two Invigorates before Sedating. If you're a cheeseball like me and play a race with a cap of 6, at cap it's around 10 (!) Invigorates before Sedating. The only reason I don't think it's completely ridiculous is that mana gains become a lot harder after Sedating, so it puts a soft cap on just spamming it endlessly.

I like the fact that Dominate has a flat chance of failure before Magic Affinity 5, but its effects don't scale much with Magic Affinity. Since you have Fear as an alternative, it's not unkind to have a risky, powerful version, that players who went big on Magic Affinity have an extra benefit from. Really, two Fears is generally better than one Dominate at half the cost - but it doesn't get you that big chunk of Loyalty


It seems funny but appropriate that the only slave stats that matter for selling are Beauty, Level and Grade, especially since starting Beauty is based on Grade.


I really like how the Elixir of Regression looks powerful, but is actually kinda niche. The 'no social jobs' restriction of Regressed is really limiting, and the five-day period to train out Regressed makes it kinda a rough trade-off to more manual methods of removing Captured from all but the highest grade slaves. It's also pretty difficult to justify using it to remove Uncivilized, as opposed to just sending them off Foraging or to the Library while you wait for a Tamer to work it out (around 6-7 days for 50% odds, 10 for 2/3). However, it's the only way to get Devoted/Slutty onto a slave, which is really good.


Executor seems to be a bit underwhelming.

- It already requires Rich and Confidence 75+, so you're not that far from going the extra step and just raising them to Noble. Noble is even slightly cheaper.

- OTOH, lots of good effects for Executor-type jobs use Wits and Charm as well, especially with a Kind headgirl instead of a Strict one - in fact, a Kind Headgirl gains nothing from being an Executor except for the Obedience limit.

- A Confidence-maxed Noble Executor doesn't gain anything other than the minimum Obedience, and Headgirl and Jailor raise Confidence naturally


It's a bit of a bummer that the only way to raise Charm is through sexing. Problem is, I'm not sure where else it should belong - Public Entertainer is already pretty strong, no other jobs seem appropriate


It's a nice touch that lab augments for beauty have reduced effects for 60+ Beauty. The fact that Beauty potions last long enough for their Toxicity to wear off, and negate Scarred, is also pretty neat.

It doesn't seem that having a Lab Assistant assigned overnight does anything, but it seems exploit-y to assign them temporarily, then move them to their day job. It would be neat if having one assigned overnight had a chance to reduce the recovery time from procedures by a day.


Thanks again for all your hard work! This game is terrific!

More appreciation and feedback, and a few questions!


It’s a nice touch that the Arachne Hunting bonus means that they’re still better at it than their best competition (Centaurs), even though they have a worse stat max.

It’s funny that, while a bunny will get the Geisha-equivalent bonuses to stress relief, a Taurus can be a better Exotic, even without Geisha. Endurance is king.

It’s neat that the gold earned from Lumberer and Guardian has a floor - the worst possible lumberjack will still earn exactly enough gold to pay for their food (at market prices).

It’s neat that, the way the numbers work out for mentals, your average Commoner is as good as your best possible Slave, and your worst possible Commoner is as good as your average Slave

It’s a pity that having a Nurse assigned doesn’t affect whether a slave dies from a lab procedure. It would also be neat if having a Nurse on staff prevents a slave from dying from beatings, but still gives all the other effects of beating a slave to death. It would also be neat if having a Nurse on staff had any effect on Toxicity loss, or added any indicators of Toxicity.

It’s a neat touch that Rich or Noble slaves lose Loyalty and Obedience in Jail, because you can’t give them enough Luxury. If you care about more than their Captured duration, you’re better off taking them out of jail and putting them in handcuffs (though a Noble will still need a personal room to not take that Luxury hit). The idea of having a slave that’s still so high-class that they’ll hate you for keeping them in jail, even when you’re breaking them in, is terrific. (Though, you can mostly counter the obedience loss by just taking away their clothes - a Rich or Noble’s unlikely to gain stress from that anyways. Or maid uniforms and an exceptional Jailor. )

Actually, if you care about both Captured duration and Obedience/Loyalty, you’re better off demoting them if possible while they’re captured, for the lower Luxury demands. Captured lasts so long for Rich and Noble slaves that it’s probably worth the cost of upgrading them later, if you need to.

Even better, since Captured doesn’t affect what jobs they can take, you have every reason to brand them, put them in handcuffs, and put them to work - their stats are high enough that they can make good money while they get used to it. Even with the best jail (50%) and jailor (70%), that’s only a 35% chance to lose two extra days (though your odds of losing at least one day are 85%).

Or just feed them an Amnesia potion and get on with it. I guess what I’m saying is, this game has a lot of options and that’s awesome!

Are you planning on letting the player tattoo themselves at some point, or has that been deliberately left out? Some of the tattoos would be useless on a player, but a few others would be good, and help balance out against lab modifications.

Developer(+1)
Are you planning on letting the player tattoo themselves at some point, or has that been deliberately left out? Some of the tattoos would be useless on a player, but a few others would be good, and help balance out against lab modifications.

I don't specifically plan it, but this might happen eventually.