I would suggest an automatic breeding system in sheds (with Fern) along with a manual one, and more orders can be made.
Oh, this one's good. Could go up to Fern, ask her to breed nephelym for you, and pop open a UI window where you can pick a pair, select how many offspring you want (either as a total or standing level), and leave her to it. Another dialogue options to check the standing orders and modify and/or remove them. The difference between total and standing level being that with total she'll just have the pair make that many offspring and stop, while standing level is "they should have this many offspring in the barns, and will be bred until that point is reached.
The game has nothing to do, it is empty.
I very much agree, though how to fill it is another matter entirely.
Weirdly made tentacles, their random respawn on Nav and faster animation will be better, they may need an attack animation.
Mechanically speaking, their respawn should probably be timed rather than random. More accurately, I suppose, the random range is a bit too big.
Add nephelim stat display for wild sex.
That used to be a thing, though it was collapsed by default. Having it open by default would be fantastic, though, as would having the subject change based on camera focus or current sex partner rather than just "they were the first nephelym in range, so the stat display stays focused on them until they're gone."
And now there are very few sex animations for wild sex, and at a high level it is very easy to win in it, here you need a level spread.
It might be interesting to adjust the "difficulty" of wild sex by the type of nephelym. Perhaps have it so that the more gates you need to travel to to access a specific species, the harder it is to win wild sex? That's another thing that could fairly easily get added to a "difficulty" slider in options.
Need hotkeys for (confirmation dialogs, mating, milking, collecting semen).
Absolutely.
An economy is needed for traders, if less goods are more expensive and the bank of available funds can make more.
I actually detailed how that could work towards the middle of a response to Spillthebeans,
here. It's an interesting idea, though playability can be strongly impacted by implementation.
We need to buy / sell clothes so that there is where to spend the game currency.
Would probably want an inventory system at that point, too. The game already has a few things that an inventory would be convenient to monitor, such as the pearl and fluids. Being able to buy and sell (and equip) clothes would be a great addition to make the effort of implementing an inventory worthwhile. The data for clothing color and pattern is actually stored on the player object, but it's not some immutable thing. Assuming you have the same data stored in the clothing objects, it's super easy to swap that out when the player equips, unequips, or changes their clothes. Plus, the shop could sell a variety of colors and patterns of the same pieces of clothing, giving you more options to choose from.
More potential ideas for the game:
- If the player has unlocked the slime and elf areas, let them use the river going down from the wulvar/foxen area. Maybe have "unlocking" that route as part of the world upgrades for the slime and/or elves. Just hop in the river and slip'n'slide down to the slime pond.
- Allowing the MC to court death could be fun. You already fuck death for revival every time you hit one of the instakill barriers after jumping off a cliff. Would be interesting to actually be able to properly talk with the Reaper too.
- Has DerelictHelmsman changed the mega slime at all recently? I still go out of my way to avoid the unhappy route, but honestly that whole thing could stand a revamp. The simplest option is letting the pearl be brought in to "cheer her up" after taking the pearl away. Alternatively, even a proper warning that the choice is irreversible and permanent rather than just a mild in dialogue bit about really liking the orb would be a massive improvement. (I know this and the next one are old suggestions - I myself have been saying them for ages as well.)
- Speaking of, the trigger for the pearl becoming accessible is 90s-era nonsensical progress. Instead of unlocking it by fucking Mirru, it would make more sense for the unlock to be directly tied to Yasmine. Maybe you convince her to "open up" with some fluids, and she drops the pearl in the process? Plenty of ways to go about it.
- Increasing the world level for the nephelym who have big vacant areas next to their area (such as the titans, dragons, bovaur, and orcs) could add secondary spawners in those empty spots to allow for more nephelym hunting.
- A few of the instant death barriers could stand to be adjusted. Most notably, the ones on the road down from Pleasure Pasture to the Cove of Rapture. The barriers were supposedly introduced to prevent players skipping gates, and yet most of the cliff there (even at the lower end) will kill the player even though they're already past the relevant gate.
Honestly I suppose today's thoughts and ideas mostly boiled down to old QA quibbles, but even so.