Krew

Newbie
May 5, 2017
64
71
But the game can really be played at a fast pace, since you only have to make a few decisions and most stuff is automated.
Some suggestions if it's meant to be able to be played fast.
- Allow an option to turn off text transitions (ie the slow fade in.)
- Add a confirmation button or alternatively highlight content that the player hasn't already seen.

Other suggestions.
- Add an option to change volume or mute the bells and whistles.
 

dingo4life

Member
Oct 20, 2016
307
349
Gonna be honest bro, I'm not clicking 100 times on explore for the promise that this is gonna be any less grindy. This is a terrible introduction. Not to mention the artificial complexity of seemingly making the UI convoluted for no reason. Like why am I constantly losing loyalty? Why is this not mentioned in my end of the day report like the fact I'm not producing food? If they have enough food to feed themselves why would they care if I'm not currently producing any, that makes stockpiling pointless and if it's because of lack of sex, why don't they gain loyalty when I have slaves even if they are outside the dungeon or they force themselves on random women during exploration?

I'll check back in 5-10 updates see if it has improved.
 
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DownTheDrain

Well-Known Member
Donor
Aug 25, 2017
1,731
3,817
Sounds like an interesting concept, somewhat like a less civilized Free Cities.
Judging by the comments here I wouldn't enjoy giving this a try in its current state, so I'll wait for some QoL improvements.
 

SlothOnMeth

Newbie
Apr 15, 2021
55
79
I strongly recommend a complete overhaul of the loyalty mechanic. It is counterintuitive and needlessly frustrating.

People leave because your leadership is bad? What even is "leadership"? What's the problem? Not enough food? Lost a skirmish against enemy raiders? What's wrong? Nothing even happens in the first many many weeks anyway, there's no reason for people to think you're a shit leader. In fact, you are in control of a stronghold containing a substantial food reserve in a world lacking in security and resources. Why would some random girl who joined you because of starvation want to leave because you have "bad leadership"? If people leave in the very next turn because you're such a shit leader, how come they even joined you in the first place?

Your first company is eternally loyal to you no matter what you do? Why? Keeping the loyalty of your soldiers would be an interesting gameplay mechanic and really, it's the loyalty of your soldiers that should matter most in this kind of game. Your soldiers being immune to desertion gives an incentive to make the leadership mechanic ridiculously severe for anyone else that joins you, as a counterbalance. Loyalty should matter to everyone to make a sensible gameplay mechanic.

The first "mission" is a terrible implementation. All you can do is click "explore". You don't make a single choice that matters. And the only correct level up for yourself once you get enough xp is stamina, anything else is a wrong choice so it's not really a choice. The grind is unreal. There should be something to actually DO in the beginning of the game, any choice that matters.


I really like the concept but the gameplay and UI need a lot of work to even be passable.
 
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Flargnock

Member
Oct 1, 2017
101
114
The grind is too slow for what's eventually get you to the nsfw that isn't just rng.

You have more control over looking up actual porn than going through 40 ingame weeks of repeatedly left clicking the same options, hoping that you'll get a single point of XP. Even after you figure out how to have a somewhat stable way to snowball, the wait is just depressing.
 

Krew

Newbie
May 5, 2017
64
71
Suggestion Re:Quick Grind.
If you want to streamline the exploration grind even more, allow us to allocate an amount of stamina every turn to exploration and just summarize what we find when we hit go or end turn.
 
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Kavalor

Member
Jan 29, 2021
446
431
One thing I don't understand - why am I loosing Loyalti and Fear every week in the beginning if I'm not even have one subject yet? That mechanic is weird indeed - do I just lose loyalty toward myself?
 

biohazard1453

New Member
Feb 27, 2018
10
6
This game seems like it could be good but right now the grind and obtuse mechanics are deal breakers.

As far as I can tell, the entire first section of the game is pointless, it just exists to be an xp grind and you can't even seem to stockpile resources for the next phase because the settlement seems to reset at the at the beginning of Phase 2. Plus the xp system seems needlessly RNG based, even with a maxed out pity timer the chance at the beginning is still 50/50.

The loyalty and fear system seem to be death spirals from the word go, and there is no real explanation of why they are going down or how to stop them. The dev and some of the tool tips point to the prison but by the time you unlock it(possibly multiple times), the situation is probably fucked and any wardens/prisoners will leave as soon as you get them, taking what little gold you had with them. I understand that the dev wants the game to be difficult but right now there is a situation that we have no control over that will cripple us if we don't luck into the tools to correct them fast enough.

My last point is the needless complexity of some of the systems. Particularly in the training system. Three different d100 rolls that create a random outcome for the prisoner. I can understand a roll for success/failure but leaving the outcome of a success completely to chance seems excessive and they seem pointless when the chances are almost non-existent for some outcomes any way.

I want to enjoy this game. A good strategy/management/porn game is always appreciated, but at the moment this game isn't good at any of these.
 

Zhurgy

Member
Aug 6, 2016
133
87
Okay - important bit, you can click food and "celebrate" meaning spending food for loyalty, thus pass.
 

Klangkugel

Newbie
Sep 2, 2021
42
22
Wouldn't it be better gameplay wise if you would actually build the buildings and not find them?
The camp could start out with a rudimentary holding area so that the first 20 girls that join without having found the prison don't run away literally the next night. Later, that cellar or whatever could be upgraded to eventually reach a fully fledged prison or something. Collected building material would be useful that way.

Though the game has definitely potential, so I'm gonna follow you with baited breath.
 

EPGerhart

Active Member
Dec 24, 2017
614
199
Okay - important bit, you can click food and "celebrate" meaning spending food for loyalty, thus pass.
I don't have a "celebrate" to click on. It tells me that if I have more food than subjects I could do this, but there's nothing to click on to make it happen.

1630598488704.png
 
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Zhurgy

Member
Aug 6, 2016
133
87
I don't have a "celebrate" to click on. It tells me that if I have more food than subjects I could do this, but there's nothing to click on to make it happen.

View attachment 1384476
what's unlocking this I didn't catch yet, my bet is either 1. over 1k food. 2. enough subject (regardless gender). 3. enough "weeks" passed. What is it I don't know yet but I do know it's there.
 

EPGerhart

Active Member
Dec 24, 2017
614
199
If it's 1K food, then you're in a catch-22. I can't turn goons into farmers because they immediately desert.
I can't accumulate more than 3 or so character points because I can't get past the Level 5 farm with 25 farmers requirement.
 

Zhurgy

Member
Aug 6, 2016
133
87
it's neither of my 3 ideas. Only diffrence is I managed to get 1 slave before, this time not and it didn't unlock and I had more fear. Really no idea what triggers it, however you spend little food to get quite hefty "loyalty" boost and 1 stamina so it would be workable if we knew conditions to trigger it. As it stands game doesn't inform you what you will get by doing this or that nearly at all.
 

EPGerhart

Active Member
Dec 24, 2017
614
199
If you figure out what's required to be able to boost loyalty with food, that's what's missing at the moment.
I don't understand why loyalty and/or fear would decline if you have no one who is affected by loyalty/fear.
 

biohazard1453

New Member
Feb 27, 2018
10
6
HTML:
if $food gte $subT and $ap gt 0 and $subT gt 20
This is the line in the HTML that I believe controls the feast. subT seems to be the total pop. So all together you must have stamina, at least as much food as people, and more than 20 people. That last part seems like the biggest roadblock. Unless you luck into enough in one turn that seems to make it impossible to use this to establish a base of loyalty.
 

EPGerhart

Active Member
Dec 24, 2017
614
199
I had thought that I figured it out, you need a level 5 headquarters to throw a feast, but it may also be the 20 people. I know I've got an overcrowded prison, but I'm busy looking for more building materials. I also figured out that stamina is capped at 5.

Just failed again, but I was MUCH closer. Not enough money to convert thugs to farmers nor enough building materials to finish that last level of farm (probably because I thought you needed a lvl 5 HQ to throw feasts) in the last couple weeks.

It's still QUITE annoying to be thrown backwards in your character level every time this happens.
IF the only viable path is to spend you character points on stamina, then why give the option to spend on anything else ?
 
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3.50 star(s) 6 Votes