I liked playing the game, quite the nice mechanics.
The side quests are fun (especial the Erish's Anklet, because more than one station)
My favourite group consist of Valkyrie(s) and/or Pirate(s) at the front and druids or druid and Drow/Heretic at the back. But combats get a bit boring with such a party.
The classes are quite balanced, but i suggest
- you make the impact of the songs of the bard level or stat related. At the moment, strong at level 1 and weak almost no impact at level 10
- you lower the impact of the mass entangle. i think the druid is a really strong second liner. I would make it a bit more expensive (2-3 mana) or strip only one level from the opponents.
If you have some slave/concubine, you never have enough attention, if not all of them are lesbians... i like it
nice concept for the building management
at first I thought that the sanctuary had no function, until I resized to many fetishes...
That brings me to another point a bit more manual would be nice, at the moment defaulted to using the code as doku, but that also means to many spoilers.
For example, what is the use of a building manager (aside from getting space in the roster, and so more mana with brothel work and lesbian fun)
which stats are important for a building.
You may think about using always the same name for the locations / dungeons. Maybe print it bold or in colour.
Also more 'dungeon' descriptions from the NPCs, in which dungeon to find a location.
For style maybe move the description of traits and fetishes in the dialogues of the NPC.
What's the difficulty (in numbers for example what levels of enemies) to expect in which dungeon.
Now some IMHO nice to have features
if you are on adventure maybe you could reduce the number of frames between combats, especial with auto combat:
x dies
(Valkyrie health bonus)
XP and gold
bandages
hp stats
question
is it most of the time, could that be only one frame?
In shops, when buying potions stay in menu, and show amount of Potions and Money
Can you implement a function to replace a building manager? With a large hit on affection?
For readability, maybe you can use Inheritance with the pcobject.
Give every character class their own program class, which inherits the base class, and move the character quest dialogues and and -logic in those classes.
Also more renders for the existing scenes are always nice