The game lacks fun. I don't mean this insultingly. Right now this one is just using the barebones of all of those and doesn't really pull you in.
I assume that by this you mean you think there is good potential but you want a little more game along with the story. Or in other I assume you mean you hope it improves. If so, that is fair enough, and I agree. The plan is for you to rebuild Marldon. That will be a lot of the game part. We also have an alpha build for 0.7 which has a stealth minigame. We have starting testing a few ideas for puzzle rooms. I'm not overly happy with the avoid monster minigame, but it worked narratively. But if people did like it we could iterate on it. So far, it is mostly world building and justifying why you are building a city in the middle of nowhere.
The start of the game is just a go and do something by talking to people. That isn't great, a story start/tutorial/just someone saying hey go here and talk to someone.
Quest info needs better writing. Since you never know when a player stopped or will boot something up and instead it just says something like "see Harold" they might have stopped playing in apvale or somewhere else and have no clue which of the more than 80 npcs in the game he is or where.
I personally dislike to much info dump when starting a game, but I think adding a little dialogue where Finn says "I should see if anyone in town needs help" makes sense.
Most NPCs aren't named, but I think your point is valid, saying "see Harold in Bronston" is better.
Having some things with star to indicate something is there but also other places have nothing (tanning vs Edgar door), items vs the wood/vines for the slime bridge. Really should stick to one way or at least give a hint that some of the things in world are lootable.
I agree, but this is mostly due to my perceived limitation in the system. If I want something to be lootable, meaning that it disappears after you interact with it, I make it as an event so that after you click on it, it disappears. But if the item is a sprite rather than an event I can place a sparkly event over it and then the sparkle disappears. I've tried another method but it is very buggy and looks wrong. I may revisit this though.
Not sure why the Edgar area is behind the house, why couldn't that just have been a part of the town?
Medieval tanning stinks and so it wouldn't happen in town. Which isn't a great reason in itself since I'm not sure how much of the tanning mechanic will be used. The bigger reason is I wanted to lead people behind the house since that will be the path to Marldon and if people go there a few times it should solidify this in their minds. I don't know that this was the best choice though. Also, if Edgar broke out of his pen and it was in town, I would think the townsfolk would fix it and that would cut of the path the Marldon, so I would need to create a second path. I think the solution was the more elegant solution but maybe not.
Bunch of spelling and grammar mistakes.
Sorry, I'm not great a spelling. Some grammar mistakes may be intentional since the characters would not speak in perfect grammar and different character would ideally have different voices. But its also just as like that I messed up. And I don't know if I'm talented enough yet to really give different voices.
I will say not allowing the player to rename MC is a bit weird.
I think this is possible, but it gets messy. I would have to insert specific code whenever the MC is addressed and I know it would lead to more problems. For the first few chapters, I originally wanted to have a silent protagonist, but quickly realized that was way beyond my talent.
If you have the quest tracker pop up open it slows the game down.
Some of the npcs don't update dialogue ever and that feels kind of bad, since you see an open door of a house you haven't been to in hours and multiple quests later but still eggs for the inn.
This is a known issue which is warned about. I cannot fix it. Its a trade off. I considered disabling the tracker and only having the in menu questlog, but decided it was better to allow players to choose. There are ways to minimize this issue though which is in the design of how the quest progression works which is related to some of the other weirdness in some of the areas. The RPGM system only allows for a few checks as gates to future progress.
So, I need to get better at sequencing or allowing more optional aspects to the narrative quests. Especially with the day time aspect of quest progression specifically with the afternoon. I don't feel like it is working well. I think day/night works well in games. I think an afternoon can work but I need to improve.
Alyson doesn't make a statement on MC having massive penis.
No orgasm shots.
I think in some of the sex interactions with her she does make comments, but those might be in the future. But I think you are more generally expressing you think the sex dialogues could be improved. I agree.
We have some orgasm shots. It doesn't do a lot for me usually so I forgot to add some I think. I'll check with our artist about those.
The baron quest saying you need huge amounts of gold, remove multiple bandits and a dragon. I would think that those would be worth more than that gold.
Maybe. In game, a Kythian gold bar is worth 40 gold pieces. A gold piece is worth 600 silver. 600 silver is a soldier's monthly pay. So... And I know the math won't always add up. But most lords expected taxes from their vassals I believe.
Also, if Finn is to become a vassal of the Duke, the Duke wants to test whether Finn can be an effective warrior in battle and is able to get other soldiers. There are two purposes here narratively.
A bit too much walking back and forth. The NPCs make it sound like things will be weeks or months in between for trading, but you are running around daily between cities.
Well, canonically it takes at least a day to get to the next city. So when you go to Barlsfeld it take a day to get to Trousby, then a day to Apvale, a day to Wrenscaster and a day to Barlsfeld. So you are gone at least a week for that quest. I think I have done an okay job minimizing the walking given that there are multiple towns in the world. I mean, it may have been a bad choice to make a game with several towns with different economies and different events happening, but given that this was the choice, I tried to make it so your travel is linear per quest line. I mean you go to Barlsfeld after Wrenscaster because Barlsfeld is further away then Wrenscaster. And the quest to return to Wrenscaster is on the way back to Bronston. I may not have done this well though.
Not sure why during the bandit clear out the mid-fight was crows.
Me either. I think we wanted the mid-fight to allow for something of a breather and the crows were of the right level.
Savannah pierce calls her 1%
Yeah, there is some weird stuff in the default ability system that I need to figure out. Ability naming/explanations/improvement is planned for the next build already. So, again, you are correct.
Some of the story hooks go weird, like Savannah after seeing your piles of gold doesn't ask for the 50s she needs, or instead asks you for the money to pay you back as a loan rather than that shop.
Well, the story isn't done yet. No spoilers.
Anyway. I really appreciate the feedback. It's mostly in-line with improvements we hope to make going forward.