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Strive: Conquest

A successor to first Strive For Power game, currently at alpha stage · By Strive4Power

A few notes

A topic by Sweet_Dreams created Oct 27, 2019 Views: 717 Replies: 3
Viewing posts 1 to 4

Here's a few notes from trying the demo.

Interaction with the Outside screen doesn't update without closing and reopening. It also could use more information - you can't tell how long travel will take without opening the send characters screen, and it generally lacks immediate information on what each location does.

Don't be afraid to make each race unique. Right now, and in the original Strive for power, there's hardly any difference between races. More variation would be good, and adding keywords to races could make certain events more interactive by requiring, for example, someone with more than 2 legs, someone with fur, wings, water adaptation or just hair or feet.

The class choosing screen hides attributes at the top.
Speaking of classes, it looks like the classes selection is very moddable. Perhaps this could be made easy to do, to let players come up with their own classes?

Likewise for random events, locations and mini quests. If you let players add those easily, they will come up with lots more events to enrich the game.

Some class ideas :
- Classes that require race keywords (at least 4 legs, has above average health, has hair, has no feet, young or old, etc)
- Classes could get additional bonuses after being used a while. Mastering classes could give extra attributes, additional skills, bonuses to class skills, unlock new classes, improve potential or change the character's physical appearance.
- Some classes could only be unlocked under certain circumstances. Defeating a boss could give someone in the party an advanced class relevant to their current ones; certain rare loot items could unlock classes; town events, exploration encounter, quest rewards, story bits could work too; or some characters could just be created with the potential to unlock certain rare classes.
- Classes could get their own keywords. Instead of requiring classes, events could require keywords to proceed. This would allow players to play with lots of classes and still not miss out on rare opportunities.

Servants who aren't mistreated should be less likely to run away at low obedience. Alternately, treating servants right with positive interaction, by taking care of their needs or increasing their rations could give temporary bonuses to tameness, decreasing their obedience decay.

Why do I only get to pick one sexual trait at game's start? And why did advanced traits go? They were flawed in the original game, but they at least added diversity to each character.


Obviously, these are all loose ideas. I have no idea of your long term plans for the game, or whether the implementation will allow for those to be added easily. Hopefully, however, you find at least some of these are useful.

Thanks for the suggestions. I do have some of those im mind anyway. Sexual traits are pure bonuses so no reason to give more than 1. Advanced traits weren't fitting in yet. 

(+2)

So I just grabbed this demo and it's very different from the original game, it took me a while to figure out how to interact with the slaves to increase Obedience and Fear,  I am hoping that at some point there will be a Loyalty system worked in as well that reduces the decay of obedience like their was in the first one.    I was hoping maybe the tutorial can point to the master's/mistress' page for interactions.

"It also could use more information - you can't tell how long travel will take without opening the send characters screen, and it generally lacks immediate information on what each location does."

Seconded for sure, but this was probably in with those you already had under consideration.