Been playing this game since Release..20ish, i think? Big fan of the concept, but not so much the execution. This is definitely a game for people who get off on a variety of kinks, but i think the biggest fetish is for people with a Mathematics leaning. Exponential graphs get you hard. Spreadsheets make you cum uncontrollably. For the the mathmatically inept (like me), it's actually kind of frustrating. I can't ever seem to make headway in the game and, i feel it suffers from being so impenetrable. I am not a complete idiot, the game is what it is and it isn't going to change now no matter what my observations are. I would, however still like to post my recommendations for anyone else looking to do something like this in the future.
Honest and fair criticism.
1) If we are going to be a long term planner adversary, I would actually challenge the need for turn based combat entirely. Instead of wading through each encounter choosing the most mathematically effective route for what you want, I would just make it a fire and forget thing. Basically, for each encounter, the Demon Lord picks a girl, picks what he wants to get done to her, and then any variables added. The demons, forsaken, items, etc. Game then fires off a summary scene or an automated blow by blow and you either succeed or fail depending on your approach measured against a difficulty. Or something. I'm not experienced enough in game design to comment on if it is easy or not, just a thought i had. It's a concept on how to make the Demon Lord PC feel more powerful and "hands off".
It would be difficult to program an algorithm that plays this game in any manner approaching "correct". I suggested something that would mean basically the same thing with the introduction of the green tooltips and that's essentially what CSDev said, and yeah, as a bit of a programmer myself, it's not a challenge I would take on. It seems like it'd also be difficult to estimate what a competent player
could do with the tools available to them at any given time. Personally, I don't feel what you're proposing is something that would quite fit here--there are absolutely tons of games on this site where you make gradual progress with girls through hitting their buttons.
2) Make the tutorial a restricted loop which, end of the loop, concludes with you having one single weaker Forsaken. Reason for it is that this could make it easier to transition into a tutorial for training Forsaken specifically.
This, though, I agree on, in general principle at least. There should be a much more "step-by-step" tutorial with a fixed stable of Chosen showing progress through battles and telling players what button to press and why that button is a good button to press. I think
Kalloi once made a text guide walkthrough scenario like that, but stopped around the first T2 break--I'd prefer something like that but integrated into the game, going through T3 and T4 breaks, possibly even using a Distortion on one Chosen, and maybe eventually, as you said, progressing into Forsaken training. Personally, I'd make it separate from any kind of campaign and make it clear players can and should stop at any time and go play the real game,, with tutorial text suggesting they do so at any of several logical break points.
The main issue with doing this is that the game is still an alpha, though the last few releases have not really changed much about the basic interactions and have changed only the text of Single Play mode. Currently, the only support for players doing something like this is Commentary Mode, which only allows for commentary text before each button is pressed. I'm also fairly sure
CSdev is too busy adding new features to do a detailed playthrough of the type required.
CSdev, if you're interested in adding something like this to the game and you'd like some help with what to explain, where to write the explanation, and how to explain it, let me know. I can create some basic Chosen in a Single Play loop, copy all text from the playthrough in a document, and add things to the document in a different font indicating what I think is good, solid, tutorial text--where to place it so that it does the most good, and where to add [Continue] breaks so new players don't just get a huge impenetrable wall of stuff they don't understand.
Just let me know if you would make use of something like that because it's a lot of work.
3) Perhaps some alternate ways to corrupt the heroines outside of combat? Spiking their water supply with aphrodisiac while at home is one idea.
This is by no means exhaustive and really just some things i thought up while in the shower. Anyone else?
I'm not opposed to this, but I'd think this would be something to add after the core loop is complete, with all species types and bosses.