Karl Speidel
First of all, let me address the lengthy review you've posted as there are few pieces worth talking about. I'll go in order to make it more coherent.
The skill tree, it's surely possible to do in RPG MV. I've seen it work in few games and it makes sense. I think it would be a fine addition and could be an alternative way to spend energy points (the currency you get from defeating enemies or doing quests). If I had to think of skill categories I'd probably do some skills for each weapon mastery/magic. This is something I could surely explore and I think it would be a fine addition to the gameplay and provide some more character development.
Ah the item system, I agree it could use some work and it's something I have worked on in parallel to the V4.5 version. Given their randomized nature you can easily end up with some trash or crazy weapons. The way I want to solve this problem is to introduce weapon rarities, so not only the player would know that the weapons is worth keeping around simply by its icon and their variance could be more kept in check. Apart from that I want to get rid of some affixes or change how they work. The nonsensical nature of some of them is a result of me not fully understanding how they would interact with each other or sometimes it would be a matter of something that looks good on paper but fails practically. Anyways, item suffix and prefix system is on my radar for some time already and will be changed in the future.
When it comes to getting the items from anywhere else than treasure chests, I'll be including some vendors in the villages the player character will reach after progressing the plot.
Now on the nemesis system. After working on it for a lot of time, making really big progress from what once used to be, basically rewriting how it works and introducing about more than 60 effects, seeing that it's still considered barebones feels like a slap in the face
. Yes, the skills are chosed at random, depending on the amount of levels the player is drained. Yes, it can create an enemy that is busted as it isn't exactly supposed to be fair, it is supposed to introduce some unpredictability to the standard gameplay and I think it does so well. Even if you create an enemy that you cannot damage with physical skills or one that has crazy hp regen you can still use items like Sacred Cross to either de-level them or kill them. As for the exclusive skills, saying that they are all stat boosters is just plain wrong. Legion and Slime ones have them start with allies, Peacemaker/Peacekeeper have the player entagled at the start of the battle, Amazon grants a chance of an additional move in a turn, Cultivator has the dryad start the battle with additional plants, Pollinator starts the battle in a pollen of mist, Enforcer has the Manipulatrix skills improved giving her a chance to burn on a attack and faster shrinking capabilities, Assasin and Procreator increase subsequent "cum outputs" of the Pacifier or the Dryad that in turn influence their other skills. Yes, some of them only give stats, increase fetish damage or provide life draining capabilites like Noble, Mesmeratrix or Sentinel, but that's only because I didn't have an idea of the effect I want to give them and doesn't mean that they won't change in the future. I'm not sure about your take regarding the spare option, it's there for the people that don't want to kill their nemesis when they defeat them and want to keep them around for the future.
Your suggestions regarding the enemy variety would make sense if the game was made in a 3d setting and would work on 3d models instead of using 2d renders. In the the engine I use, which is rpgmaker mv adding seemingly small details like this would take a fucking lot of effort if I wanted to keep the enemy appearance consistent with the scenes. Changing hairstyles, enemy colour, shape etc would require me to re-render all of the scenes for each variant and create conditional branches for each of them. This would also cause the game size to literally skyrocket.
Generally your review is a solid piece of feedback, apart from the fact that you give me the impression that you have no idea how the game development in RPGMaker MV looks like, which is fine, you don't need to have game developing knowledge to have an opinion. That causes you to throw in ideas out of your sleeve like implemeting them in a proper fashion would take and hour or two at best. Sure, I could introduce item/weapon/armor/accessory enchanting, creating, infusing with runes, make them suck your cock etc. but it all takes time I could spend working on other parts of the game. Not sure if you know or care, but I'm doing this as a passion project, by myself, in my spare time after work, so my time is surely limited.
From what you've written in your review I get the notion that you somewhat liked my game and would look forward to see it prosper. You took the time and shared your opinions here which I appreciate and respect, however the way it was written (looking more like a rant post than anything) made me mostly upset and defensive at the time I read it. That most likely wasn't your intention, but be mindful. I'm safe to say that any dev doesn't like it when as a reward of putting X hours of creative and programming effort they get a pile of shit thrown in their face. I do not have any programming, graphical design or game dev background, I'm still learning and I make mistakes. Regardless of that, I'll make sure to keep your feedback in mind.
Also, I never said that my code was messy when talking about the skip feature, just that it doesn't really make it any easier to implement it.
Man, this one took longer than I expected, but it sure was a good opportunity to explain some existing stuff and changes for the future I got in mind.