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Masters of Raana

An open world Sci-fi RPG with adult themes. · By GrimDark

Questions/Suggestions Sticky

A topic by GrimDark created Nov 29, 2021 Views: 192,221 Replies: 526
Viewing posts 292 to 306 of 306 · Previous page · First page
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The $30/day bonus to her Academic Professor pay might make her a little too strong off the bat, so I understand if you decide against it, but it seems to me like Seve Pasztor would be a perfect fit for the Traditionalist trait. The trait is currently quite underused, being given only to the Patreon-exclusive Stacey and the very lategame Arizona, if I understand correctly, and I think it could use a little more representation.

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Why exactly does opening the NPC menu consume 6 minutes while out in the world, but no time at all at home? You can't even really do anything in that menu when you're outside.

That is not an issue here, and seems to be a browser issue. I'm using Firefox Portable v144.0 64-bit. Might be privacy settings.

To be clear, I meant six game minutes, one timeslot - it only takes a fraction of a real second to open the menu.

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Oops! Sorry.

Good point about the 6 minutes. I'd like for seduction techniques pre-intimacy to cost less time too personally. 

Code called a completely irrelevant text as I've not had any female imprisoned, nor is any female currently in the Training Room. This is the second person I've imprisoned (he called me an asshole twice - no, no, no), the first was a Prowler some time ago. 

So are saying the code got mixed up and accidentally re-labeled your female prisoner into a male? (That would be a dating nightmare and trauma.) 

No, the code got mixed up and described something that is not happening.

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A small thing that's probably more bother than it's worth, but it'd be a neat detail if the Scrap Heap visibly shrank in the Yard screen as you clear it out - one or two extra graphics of a smaller, tidier heap swapped in as the counter runs down. It would also be nice if the Heap was automatically demolished once you've fully searched it.

We have Head Maid, Butler, etc., that train slaves at something as well as do a job, so perhaps there is a place for a Head Nurse/Doctor, a Pimp/Madame, and/or Custodian/Housekeeper (Head Janitor)?

Acknowledgement of fulfillment of Hopes and Dreams. It would be really immersive to have a slave's fulfillment of their Hopes and Dreams be announced and celebrated through the slave's dialogue --for example,  the slave initiates dialogue with acknowledgement and gratefulness, the MC responds with choices of celebratory, encouragement, noncommittal or oppressive responses with possible tag-along events.

So... I bought the Darkmere Mill to get it to produce money hopefully at some point. I have 2 workers that I put in, and 1 NPC I assigned as the foreman. But there's... is this a big? When you go to your economic page and then go to your Business tab under that, it calls it Darkmere Farm instead of Darkmere Mill? Bug or not? 

Also its showing me at zero income for this mill/farm whatever, even with 1 foreman and 2 workers going on that page. But when I go to the darkmere map itself it shows there to be production, but not at zero. Not sure why its different? Do you need a minimum number of workers to get it going?

Also when I got to the darkmere mill map and go in there's a slot for guards. But how do I assign guards just for darkmere? I can see how to put an npcs job as a guard in the npc's area under the jobs subtab... but that doesn't actually say that the people I've assigned to guards are guarding darkmere. I have 2 guards and they seem to be guarding the house. It doesn't show 2 guards in darkmere... so how do I assign guards to secondary locations?? 

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You can assign guards and workers through the ACTIONS page of the NPC. Darkmere Mill/Farm produces wood, which you can use or sell. You can also assign guards from the Darkmere Mill page -- up at the top, hover over the little icons and you'll get their info popups.


EDIT: Oops, the little icons on the Mill page won't be there unless you also have Fort Sera. The icons send the guards from Fort Sera if you have guards there (or from the other properties if you own them).

Another small thing, whenever you take an NPC to the Diner, they always refer to the meal as "dinner"... even at 7:30 in the morning. Maybe set a temporary $meal string to either breakfast, lunch, or dinner depending on time?

can we please get a chancel quest button

i got stacey early and the very first artifact location was in Silfren woods

i play Ironman/Grimdark/Invasion and already lost 2 high lvl fighters to the pirates and they respawn so fast

there is no chance i can get there the next 100 days

that said 

great game, keep up the good work

I thought there might be a few skills you could add to the game to make it more fun to let you do more. Its OK if its really hard to work them up. But an example would be... time management skill (shaves time off activities you do. Like level 1 saves you 5% off time used doing something then tack on 1% saved for every x levels). There could be other skills too. Do you intend to add more monsters or magic to this game? You could add fishing for npc slave/helpers as a job; that's 1 skill. I don't yet know if you've added farming skills to the game but I noticed you can buy a ranch later so maybe you already have that(?). 

You could add more merchant quests and merchant storyline to the game also. Like XP or money earned for doing travel contracts and bring items to different shops in various places of the maps. Like kill quests only instead of kills make stuff. And merchant levels and make merchant skills into skills you can acquire also. You could add several merchant skills... 1 for discounts, 1 for upselling or marketing, etc.

...

You don't technically have to add this. Your game is already good. But its fun to keep doing things and keep seeing what you'll add. 

A slight discrepancy: Donating captures to Fort Sera directly only increases Power above 100 if the capture is one of a few types of elite fighter, but adding them to your household and then donating them through the Actions tab always increases Power, even if they're a feeble halfwit druggie with no combat skill. Perhaps a similar condition could be added there?

Currently, the RPG Night hangout can only be played through once, and then it's just a greyed-out option for the rest of the game. I'd suggest that it should be made repeatable by unsetting $rpgnight at the end of the campaign, though for balance reasons that'll probably require its yields to be reduced and capped.

hii, I'm trying to hack into teresto lab. I have a handheld computer of level 2 and a techie npc with me. But it still shows user computer level 2 and I can't hack into it. Can someone help me with this??

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You need Science over 100 and the laptop from the mastersphere, as well as the companion techie (make sure they are top-notch fighter also)-- at least, that's what it took for me. Sorry, I didn't write down the passcode. This is an example where Grimdark needs to make multiple routes to victory because this is one of the encounters that forces the player to develop in a specific way or lose the game.

Q regarding random npc women. Do the models that pop up in auctions come back around if you don’t buy them? There can’t be a never ending amount models so I assume this must be the case but I haven’t seen a repeat yet.

Yes they will eventually repeat. There are over 200 different models so it might take some time to see a repeat, but they will.

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Hi GrimDark! First off, I just want to say how much I appreciate the work you’re doing on Masters of Raana. It’s one of the most ambitious Twine/SugarCube projects I’ve ever seen, and the depth of worldbuilding and mechanics really shows the amount of care you put into it.

I wanted to share a few friendly accessibility suggestions, coming from the perspective of players who rely on screen readers (NVDA, JAWS, VoiceOver, etc.). Twine can be very accessible, but some design patterns need small tweaks to work well with assistive tech. None of these are urgent — just things that could help more players enjoy the game smoothly.

Here are some ideas that could make MoR much more screen-reader-friendly:

🌟 Small but high-impact fixes

• Use real <button> elements for choices

Some interactable elements in MoR are spans/anchors styled as buttons. Screen readers don’t recognize them as clickable.

SugarCube already supports <button>, and switching to those makes everything keyboard and SR friendly automatically.

• Add ARIA landmarks

Just wrapping key areas like this helps a lot:

• 

<main role="main"> for the passage text

• 

<nav role="navigation"> for menus

• 

<aside> for the stats panel

This lets screen reader users jump around easily.

• Make sure elements can be tabbed/focused

A lot of games hide focus outlines or use non-focusable elements.

Just allowing normal focus and keeping a visible outline makes navigation smoother.

• Announce new passages

When Twine swaps passages, screen readers don’t automatically know a change happened.

Adding a small aria-live="polite" div that updates with the passage name would fix that nicely.

🌟 Larger QoL improvements

• A simple “Access Mode” toggle

A mode that:

• 

turns off animations

• 

disables hover-to-see tooltips

• 

linearizes the UI

• 

reveals info that’s normally hidden

• 

uses only text menus

This would make MoR much easier for blind/low-vision players.

• Text-based map option

The visual map is cool, but a text version like:

North Market — shops, guilds  

Industrial Ring — crafting, machinery  

Old City — nobles, temples  

Underways — criminal, shady work  

would be super helpful.

• Click-to-expand descriptions instead of hover

Perks, traits, items, clothing, and NPCs often use hover boxes.

Replacing these with button-based collapsible sections works great in screen readers.

• Stat changes & dice rolls announced

If stats or dice results also update an aria-live region (“Agility increased to 7”), blind players get immediate feedback just like sighted players.

💛 Final note

Not expecting all or even most of this — MoR is a huge project already, and you’re doing fantastic work. These are just suggestions that could widen the game’s audience and make it more enjoyable for players who rely on assistive tech.

Thanks again for creating such a rich, fascinating world.

If you ever decide to explore accessibility improvements and want feedback/testing, I’d be happy to help

Viewing posts 292 to 306 of 306 · Previous page · First page