I just played this, and had a lot of fun for the first 60 days or so. I have some feedback on the gameplay (all based on v1.81), with a focus on what I think makes the game less enjoyable later on.
First, though, a weird bug with Scout. When I defeated the miniboss, her affinity cap increased to 400. Then, I got an event about her feeding on a guest, and the cap decreased to 300. This fixed itself later, but only after reloading the game.
Onto gameplay, in no particular order.
1) Once you get the ability to go on night patrols, very weird things happen to the stamina economy.
- A player might expect this would cut into their sleeping time, and make them recover less stamina overnight. There isn't a cost like that.
- Instead, they are guaranteed to be able to use the recover ability for +50 stamina. If they are able to comfortably win the fights (which are not challenging once you have some solid skills and equipment), you have a reliable way to recover a lot more stamina every evening than you would if you went straight to bed.
- Once you unlock armour enchantments this gets worse, since the best one doubles the effectiveness of the recover action. This means that you can go from zero stamina to 150 every night by going on patrol.
A few suggestions that might help:
- Greatly nerf stamina recovery from the recover ability. Since it's free to use, it will still be good if it has its current health effect and gives +20 stamina or something.
- Replace the armour enchantment that improves the recover ability with something else.
- Have going on a night patrol cost stamina. I think it should cost more than day patrols, since it doesn't use up your morning action and is interfering with sleeping.
2) Relatedly, even without considering how it lets you recover more stamina, once you can go on night patrols, it doesn't make much sense to go on day patrols (unless you are under-levelled or under-geared and can't win the fights).
Night patrols are just as good at improving safety (though I don't know what the negative consequences actually are of letting the area get dangerous – does it have any?) while giving more XP and possibly better loot.
This means you don't get to fight alongside Lucy any more and see less of her, which didn't feel good to me in terms of the story and relationship trajectory. Also, it makes the game less interesting because you can always ignore one of the morning activities as mechanically sub-optimal.
3) It feels bad that you can do unlimited instant magical research so long as you have enough money. On the weekend, you can spend 50GP on reagents and 100GP on a research attempt, maybe 10 or 20 times in a single day if you have savings.
From the point of view of gameplay, this makes research buffs too fungible – they just cost money and some clicks – and of course, from the point of view of making the world and story feel coherent, it's even worse.
If you'd like to keep the research system really simple, I'd suggest having the resources you spend on it apply a multiplier to how fast research progresses, instead of giving you instant progress. (It might also make sense to limit how many times the player can do this to three or something, which would also give some reason for the player to consider spending rarer resources on this instead of just spamming whatever endlessly buyable thing is cheapest.)
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I have some more stuff, but actually I'll stop for now so I can think about it a bit more (and also maybe see if this kind of thing is even helpful for you) – it's focused on the monetary economy, dominant strategies, and how the rate at which the game gives you more tools for solving problems outpaces the rate at which it introduces new ones.
Also, since this is a big list of stuff I don't think is working right at the moment, I just wanna emphasise that I had a really good time for the first 60 days or so and think you're making something neat with a lot of potential.