It's a decent strategy game actually.
Actually progressing through scenarios isn't too hard, but getting the bonus objectives can be challenging - which feels like a good design target. I also appreciate that the primary reward for the hardest of the current bonus missions is an achievement - so once you do it once, you don't have to do it again on subsequent playthroughs.
It was always important to me that my "porn game" is not porn with some game elements mixed under. I wanted a real game and i love strategy games. Also my english is not good enough for a story based game and since iam alone and this is my first game it was the ovious choice.
Actually, the more you advance in the game (including the areas i still have to make), the game experience will become somewhat different. At the moment there isn't much difference what government, staff and so on a player choses, but it will have more impact later on. I also want to add some more options like government/provisions/foci. I planned to add "military traditions", which will have an impact on the military organisation of the "state". Then i want to add "hobbies" for the pc, which won't have that much of an impact but will bring some fetishes into the game (it's more kind of a "roleplay-thing"). ANd i also wanted to add something like "civil traditions", as opposed to "military traditions". A tradition will become more effective over time, which means the player loses his progress if he decides to switch to another tradition.
All those options together wil provide the player the possibility to create his "unique" state which fits to his playstyle.
I also went for the "giant" achievement - which wasn't too super hard, but was definitely a bit of a slog. Muscles and height are both basically useless in the current version. The reward is not quite what I was hoping for.
Muscles is ok. At first it was charm that wasn't very useful and i added more advantages. There is some stuff in the code that cannot be found in the game description, like for example muscle slightly increases the number of goons that will join when you explore. Probably muscle will get a boost too.
Iam somewhat at a loss with height though. Height has no impact except for training and a small boost for your elite company. Iam not sure how i could increase it in a way that does make sense. That's one of the reasons that it isn't possible to increase it from start. I don't want to lure the player in spending points on a skill not that useful as the others.
The giant achievment just provides another playstyle. It's an achievement because i don't think a new player should play the game that way. It boosts the cap of 2 stats to 8, which in itself is an advantage, since when the player manages to max all stats at some point, the giant has the best stats.
I think there is more granularity to the recruitment toggles than is really necessary - I think it would be enough to have one toggle each for women and men. Master switches in a static place in the main UI would be nice. I suppose you could keep the more detailed menu as well, but if there is some subtle reason I would want to allow passive recruitment from the brothel but not the whore house it's lost on me.
It wasn't split up in the beginning, but many wanted to have more control, so i made the split.
I like the idea of a master switch, but the main UI is pretty crowded. I put it on the list and most likely add it in the future.
Actually, it would be handy if we could expel men at the cost of loyalty. (perhaps with the risk of them becoming bandits or joining other factions once those mechanics are in)
Yes, i added "seppuku" at the beginning but pretty fast wasn't happy with it anymore, i just was always to busy with more important stuff. I have plans to add a feature to get rid of goons and have a few ideas, including yours. F. e. send goons as scouts to the next area to start with a higher value in "explore", or send them as slaveworkers to a "distant" goldmine to increase gold income, or to use them as (slave) workers to build a "wonder" like pyramids.
The bandit idea is interesting, but to be honest, at this point i cannot even think about implementing something like that, since i struggle with the combat system atm. It's pretty complicated and since it's my first game and iam still a beginner at coding, i wish i would have made the initial concept for combat a little more simple. But it is at it is and i have to manage it like it is. The good thing however is, once it is done, the most important mechanics are in the game and i can concentrate on adding levels and adding a sandbox mode (and of course other stuff too).
Very minor nitpicks and suggestions:
The dark banner still makes the next turn button hard to read as a calendar. Mentally I always think of it as an empty lunch tray, because I have to squint to make out the top bit against the dark gray banner.
Initially i hade a sun behind a cloud, but i wasn't sure if people would understand what it stands for. I liked that better but added the calendar. Maybe i just change the colours or bring a new symbol, but iam really not sure.
I would prefer that achievements still list their unlock requirement once unlocked. You have the little ✔ and ✘ so that shouldn't be confusing for anyone.
On occasion i wished myself it were as you said. In the aftermath iam not quite sure why i did it this way. I probably will change it at some point, but it is really low priority.