Hardor

Member
May 29, 2020
431
266
yea. that is far more sustainable.
12 people per year, 240 people per 20 years... Yeah, as long as they are a small town having enough active sex to produce ~50 babies per year (child mortality without decent penicillin supply and modern medicine&equipment should give about 50% child mortality rate), every year they should be good... As long as they are without major catastrophes that cull the population that is. :unsure:

With western-like sustainable growth rate of 2.1 children per woman/pair, that would mean a decent population of 3810 for your village or more if there are homos or other non-committing villagers around, which would bring a decent question how many mercenaries do you need to bring with you to overcome such a force, even if they were armed professional soldiers against mainly unarmed peons... And force them not to use their arms or risk breaking the sustainability... :cautious:

If they are africans/nesians with average child rate of 10 per pair, you would need "only" 800 per village, so there is that, but overcoming 400 males with mercenaries would still be a chore and require relevant force to avoid bloodshed.

Yup, usually not too good to analyze too far with the triple-x or triple-a games or with Hollywood for that matter... :rolleyes:
 
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TheresiaW

Member
Jan 1, 2020
120
152
I have now “played through” the game. I like the basic structure and the game mechanics.
Unfortunately, the game still offers little variety and you can tell that it's only a 0.1.2 version.

When training the slaves, I find it a shame that it doesn't really make a difference whether I'm nice or mean to them. It would be nice if there were more effects here and even better if there were slaves that specifically require different approaches.
Also, the reaction of the slaves is still very limited and the texts are repetitive without variety.
The game would also benefit from a larger selection of toys and training options.

Despite all the criticism, the game has the potential to become a good trainer game.
I am curious to see what the next updates will look like and what new content they will offer :)
 
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MWolf55

Member
Jun 19, 2018
218
76
So I figured out coins are obviously the main means of doing anything in the game. I believe at this point I have an understanding of how to gain those so I can move forward in the game. But you might want to put a little something in the game beginning to give direction on how the player should proceed to help build those up more in the beginning. I played a little and messed around. Ended up with several slaves but not really gaining much as far as coins and ended up running out because I wasn't sure initially what to do. Will probably go back start over from fresh and then proceed. Just think it would help the player initially know how to proceed so they don't stumble around figuring it out. Have noticed in previous games and comments if the player fumbles around too much in the beginning they can get frustrated and give up on a game when it is really a good game. Doesn't have to be a big deal maybe just some pop up that says focus on this and this to build up power and money to grow and advance.
 
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thehidden

Newbie
Feb 2, 2018
18
14
Sure thing! Have you finished your playthrough for this update? Just want to know if I'll release a hotfix or roll the feature into the next update
I dont know if i checked everything the game has to offer, i managed to end up with a slave with maxed stats, raided a few villages, bought the plug.
it took me some time to realize that the spires(?) are villages, and the way to make money.
A few improvements will be some tooltips when selecting the tribute slave (a bare representation of his stats, like Oral: Poor, Penetration: Regular). A way to know how a slave will be consider at a town that we already visited ( Slave A aesthetic: city A: X, city B: -X, etc). How a toy affects a slave, etc.

I really liked the premise and putting aside the problems in my end (the hotas tampering with the menus) feels good optimized, really liked the character models, and its a solid foundation for more content
 
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lurkathon

Member
Donor
Jan 2, 2020
210
279
It's a good little sandbox to build upon. I like the character customisation through gameplay, gaining/losing weight/muscle is a nice elegant feature. Some more clothes and more various faces would be good IMO to create more unique slaves, but I think adding/improving scenes for the "training" will be a better hook for new players taking a look at this stage.
 

OranePluto

Member
Game Developer
Nov 3, 2023
85
155
I have now “played through” the game. I like the basic structure and the game mechanics.
Unfortunately, the game still offers little variety and you can tell that it's only a 0.1.2 version.

When training the slaves, I find it a shame that it doesn't really make a difference whether I'm nice or mean to them. It would be nice if there were more effects here and even better if there were slaves that specifically require different approaches.
Also, the reaction of the slaves is still very limited and the texts are repetitive without variety.
The game would also benefit from a larger selection of toys and training options.

Despite all the criticism, the game has the potential to become a good trainer game.
I am curious to see what the next updates will look like and what new content they will offer :)
Yeah, I completely agree with all your points tbh. I'd say my main priority at the moment is making the characters feel alive which they definitely don't yet. I'm planning to improve this by adding traits, devotion/fear levels, among other things.
Thank you for sharing your honest feedback!
 

OranePluto

Member
Game Developer
Nov 3, 2023
85
155
So I figured out coins are obviously the main means of doing anything in the game. I believe at this point I have an understanding of how to gain those so I can move forward in the game. But you might want to put a little something in the game beginning to give direction on how the player should proceed to help build those up more in the beginning. I played a little and messed around. Ended up with several slaves but not really gaining much as far as coins and ended up running out because I wasn't sure initially what to do. Will probably go back start over from fresh and then proceed. Just think it would help the player initially know how to proceed so they don't stumble around figuring it out. Have noticed in previous games and comments if the player fumbles around too much in the beginning they can get frustrated and give up on a game when it is really a good game. Doesn't have to be a big deal maybe just some pop up that says focus on this and this to build up power and money to grow and advance.
Great point! I’ll add a pop-up at the start of the game to let players know they can raid villages for slaves and sell them for money in cities. Thanks so much for the suggestion!
 

OranePluto

Member
Game Developer
Nov 3, 2023
85
155
I dont know if i checked everything the game has to offer, i managed to end up with a slave with maxed stats, raided a few villages, bought the plug.
it took me some time to realize that the spires(?) are villages, and the way to make money.
A few improvements will be some tooltips when selecting the tribute slave (a bare representation of his stats, like Oral: Poor, Penetration: Regular). A way to know how a slave will be consider at a town that we already visited ( Slave A aesthetic: city A: X, city B: -X, etc). How a toy affects a slave, etc.

I really liked the premise and putting aside the problems in my end (the hotas tampering with the menus) feels good optimized, really liked the character models, and its a solid foundation for more content
Nice. In that case, I'll include the peripheral fix in the next update. I think I'll just ignore input from joysticks and gamepads for now, there’s no way to play the game using them anyway.

Thanks for the feedback. I'm planning a few features that should help with early-game issues like not knowing what to do at the start and not being able to tell what locations on the map are before visiting them.

As for the tooltip when picking a tribute, I actually like that you don’t know much about them beyond their appearance, it's like you really meet them only when you take them as a slave. That said, when buying a slave it makes sense to have a better idea of their skill levels just like you mentioned.

And yes, showing the aesthetic scores of slaves by city is definitely a must have quality-of-life feature. I’m hoping to get that implemented soon.
 

OranePluto

Member
Game Developer
Nov 3, 2023
85
155
It's a good little sandbox to build upon. I like the character customisation through gameplay, gaining/losing weight/muscle is a nice elegant feature. Some more clothes and more various faces would be good IMO to create more unique slaves, but I think adding/improving scenes for the "training" will be a better hook for new players taking a look at this stage.
Thanks! Yeah, there’s a lot of content I’d love to add to the game, but at this stage most of my dev time is spent building the systems that will serve as the foundation for future features.
Once the main systems are in place, it'll be great to focus more on adding customization items and specific scenes and events
 
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kromleth

Newbie
Feb 1, 2018
61
19
I tried this game out of boredom and I have to say that I'm greatly surprised, I will like to give my opinion to the creator:

- Personally games with no sound feel too empty for me, I know it's a easrly stage build but some background music will help a lot.
- Right now the only way to increase combat capacity I found is hiring mercenaries, but what about combat slaves?, in your fortress you can change their clothes, so why not equip weapons and make them fight with you, having a weapons shop in cities will allow to increase the attack of the MC and buy weapons to the slaves. I prefer to buy a permanent upgrade than paying for a mercenary that cost me coins every day.
-Right now everything is too random, for example I hired a mercenary with 5 attack for a cheap price but a few visits later to the bar appeared a mercenary with 2 attack that wanted three times more money than the first one, I think the cost of the mercenaries should be proportional to their attack. This affects how fun the game is, first time I played there was no mercenaries in any cities and wandered like an idiot looking for a village to raid losing all battles.

And for last I have a suggestion of something to add at the beginning of the game. You start alone, but there are some random events in wich a person joins you as a slave willingly, so what about adding that after creating your character in your way to your fortress you found someone that joins as your first slave and give the option to create this first slave with the character editor, this will allow all players to have they favourite MC and a slave they like.
 
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OranePluto

Member
Game Developer
Nov 3, 2023
85
155
- Personally games with no sound feel too empty for me, I know it's a easrly stage build but some background music will help a lot.
Yeah, that makes a lot of sense. I was planning to implement sfxs and music together, but adding just the music wouldn’t be hard and it would definitely help with what you’re describing

- Right now the only way to increase combat capacity I found is hiring mercenaries, but what about combat slaves?, in your fortress you can change their clothes, so why not equip weapons and make them fight with you, having a weapons shop in cities will allow to increase the attack of the MC and buy weapons to the slaves. I prefer to buy a permanent upgrade than paying for a mercenary that cost me coins every day.
I've given serious thought to the idea of combat slaves. While I find the concept very interesting, I’m more inclined toward a world where slaves aren’t allowed to fight, both for gameplay (they’d be too efficient) and for worldbuilding reasons. Mercenaries are kinda boring at the moment, but I do plan to make them more interesting.

That said, I’d like to include some exceptions. For example, I really like the idea of "freeing" a devoted slave for them to work as a poorly paid mercenary but still submissive to you.

Also in the far future, I'd like to have players with a legendary reputation able to override certain doctrines, like permitting slaves to fight. That would be a very late-game feature so it wouldn't have a big impact on balancing.

-Right now everything is too random, for example I hired a mercenary with 5 attack for a cheap price but a few visits later to the bar appeared a mercenary with 2 attack that wanted three times more money than the first one, I think the cost of the mercenaries should be proportional to their attack. This affects how fun the game is, first time I played there was no mercenaries in any cities and wandered like an idiot looking for a village to raid losing all battles.
I completely agree. While a bit of randomness can make for interesting deals, the current level of total randomness can feel a bit pointless. Not finding any merc when you don’t have one is definitely annoying, I think I’ll either increase the chances or make sure at least one always shows up at the bar but only if you don’t have any.

And for last I have a suggestion of something to add at the beginning of the game. You start alone, but there are some random events in wich a person joins you as a slave willingly, so what about adding that after creating your character in your way to your fortress you found someone that joins as your first slave and give the option to create this first slave with the character editor, this will allow all players to have they favourite MC and a slave they like.
Very very interesting idea. While starting the game with a fully hand-crafted slave feels too much like a luxury for my taste, having a non-ideal slave in your fortress at the beggining could be cool. The game Free Cities does something similar by starting you off with a "mind-broken" slave.

Thank you very much for the suggestions! You gave me a lot to think about
 
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Jul 18, 2017
92
58
ive been thinking about this game, about gameplay and lore, but your character inst the only dom around are they? so for gamplay and lore, every city(and maybe town) could be owned by a dom, who could maybe have vassals and what not, so player could start with a small town rather than their regular home, and then grow an put other doms under them, like a 4x game

and what you do and how you treat other doms could change how their cities work under you or if they ally or go to war with you
 
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labbu

Member
May 15, 2023
409
345
dev is there penis customization where i can play as the small dicl character also if not then can u add that please
 

lurkathon

Member
Donor
Jan 2, 2020
210
279
Some tougher challenges would be needed to make combat slaves or improved mercs worthwhile IMO.

My thought was for some increasingly tougher small towns moving away from your fortress, and maybe even a raidable city or cities. With stronger defence that could serve as endgame targets, maybe giving some better/unique slaves as rewards.
 
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OranePluto

Member
Game Developer
Nov 3, 2023
85
155
ive been thinking about this game, about gameplay and lore, but your character inst the only dom around are they? so for gamplay and lore, every city(and maybe town) could be owned by a dom, who could maybe have vassals and what not, so player could start with a small town rather than their regular home, and then grow an put other doms under them, like a 4x game

and what you do and how you treat other doms could change how their cities work under you or if they ally or go to war with you
Thank you for sharing your ideas! I do plan to implement many of these features, but I want to keep the focus closer to the characters than most 4x games, which should make the game feel a little different than your classic empire management game.

Yes, in the future there will be other doms with their own fortresses for you to ally or wage war against. While there's no official vassalage, you'll be able to make them submissive to you (sexually or not). I want there to be competition between doms for villages, resources, and reputation, but I'm still undecided on whether a full map-painting territory system would fit with the experience of this game or not to be honest.

The plan is that you’ll gain power over cities mostly through intrigue rather than direct conquest, since technically every city is your ally as they also follow the Church of Divine Hierarchy. Each city is ruled by a highborn class descended from a founder domitor, which means you can get control by turning the majority of the nobles them into your puppets. I also like the idea of retaking rebel cities that have broken away from the Church.
 
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