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Strive for Power

Fantasy Slave Management/RPG Erotic Game · By Strive4Power

Long list of gameplay suggestions

A topic by Leonais created Oct 04, 2018 Views: 472 Replies: 2
Viewing posts 1 to 3
(3 edits)

Here are some collected ideas, some of which I've suggeste before, some of which are new

Have a record of custom contracts in your log once you've seen them in the guild (ease of play improvement).

Have a tavern in each town where you use your rest during the day for 12 gold each (stops you having to explore just to rest).

Add guidance to the travel menu. (ease of play improvement) Add a 5 energy cost to all characters for guidance (it's too good!).

Make the beauty, hair colour, and hair growth potions craftable with no alchemy lab. Remove them from the vendors. (Equalizes the starting cities, encourages alchemy)

Split the merchants in towns into a generic merchant with ropes, food, supplies, torches, daggers and a unique merchant for town specific items. (Equalizes the starting cities and eases play). 

Make the number of interactions available based on the main characters level (2nd at level 3, 3rd at level 6, 4th at level 9). Add an extra 10 energy to the main character for each point of enduranceas. (Interaction count can get unbalanced with endurance).

Combat skills are no longer learnt through TP. Have a guild option for combat training overnight/one day.  (The meet system really doesn't suit combat training at all)

Debilitate is a misfit idea and can be removed (there's a spell that slows and it doesn't need a to hit roll). Replace it with a basic combat training skill that permanently adds 1 speed and 10 health at level 1 (low level skills shouldn't use energy as low level characters can't spare any!).

Add a main quest step after Frostford to provide an assassin to Melissa for 2000 gold reward. This should slow the game and let players see some more side quests develop before game end. She could also tell the player to 'come back tomorrow' after getting the fairy and the tauran.

Major change - Add a new attribute, failings. These represents bad habits that can't be used in the same way as strength, agility, etc. Obedient guild slaves won't come with points in failings. Captured bandits and monsters will have one of their two levelling points each level (level 2 upwards) put into failings making them less powerful than a character that is trained up 'in house'. A new potion could take one point off failings and make it available to spend normally. (At the moment it's too easy to take a captured character and turn them into better combat slave than anyone levelled up. This should equalize the effort to get a good combat slave while letting captured characters still fill guild requests.)

Major change stage 2 - Monsters could have an attribute called monstrosity instead of failings. Captured monsters could then be trained in specific monster skills (that need a monstrosity score) instead of normal human skills. There could be different skills like illusions, traps, body slam, shriek, devour enemies for health, with each race able to learn a couple of these skills. (This makes monsters more fun and unique. Monsters are captured with uncivilized so they will  probably still be balanced after getting monster skills).

Most of these are very good suggestions.  Some of them feel like side-grades, subject to individual taste.

my Ariana has 18 free attribute points and everything is maxed out. what do i do