Game is very good. It has some flaws, but many of them are far smaller than the strengths of the game. The game is currently unfinished but the sheer amount of content is very impressive already and I am excited to see what may come with later updates. If I were to have any complaints it would be how the game does not fully explain certain concepts too well, and it has a bit of a spiral effect of when things go wrong, they tend to keep going wrong.
PROS
- Art is very good. This is not surprising, but the amount of quality art is very impressive.
- Clever use of game mechanics. There's a surprising amount of depth to how the game uses it's stamina - energy - willpower system. It's not just for combat, but is also actively used in the variety of minigames.
- The edict and passive systems are surprisingly far-reaching. Many edicts have pretty tough choices included with them that can have lasting consequences and are more than "increase damage" or "get more money".
CONS
- Not many cons, but if I had to say any it would be the game does not really explain the effects of some edicts. It is really hard to gauge what effect an edict has on inmate states, guard "aggression", and more. Considering the risk behind some edicts, this can make it so you don't want to take many edicts whatsoever to avoid the risk. (Maybe have even a vague way of knowing the current strength bonus to inmates/guards or have an NPC explain guard aggression, because I was unable to find one that did)
- Game does not explain warden level particularly well. I've had it say I reached the max warden level and then a bit later I was able to level again.
- There still exists the ability to get stuck in loops when in combat where you are spending several minutes just waiting until it will let you go to be able to engage in actual combat. There are settings to alleviate this but they only do so much.
- Holding a key to make dialogue go faster can actually also progress menus and have you accidentally use abilities you didn't want to.
NEUTRAL
- Game is meant to be a bit difficult and require a bit of testing. You can use the CCmod to be able to change some things to make them easier (or harder)! but for the most part it can feel like you hit a wall sometimes due to a few decisions you made early.
SUGGESTIONS
Since the game is still in development I would like to include some suggestions as to what I would include or change. This can apply to the game itself, or features of the CCmod.
1 - Some way of making certain jobs last longer or shorter. I do not know how difficult it would be, but making the bar job go faster would be nice because it feels like it lasts particularly long.
2 - Have some vague way of knowing inmate and guard strength. Even if it's really vague it might help with deciding on whether or not certain vague edicts are worth it.
3 - Give the ability to reset Karryn's level on NG+, or maybe some way of allow you to re-format your leveling if you made a mistake in your original playthrough. Perhaps something similar can be done for passives.
4 - Add a way to turn off edicts after you have purchased them. Some edicts I have gotten but regret doing so later but find myself unable to turn them off without cheats, and even then some edicts are not able to be changed in this way.
5 - In conjunction with the edicts that increase outfit durability, perhaps have options to where Karryn can purposefully decrease their current level of clothing. Perhaps make it an option in both combat and in the different job minigames.
PROS
- Art is very good. This is not surprising, but the amount of quality art is very impressive.
- Clever use of game mechanics. There's a surprising amount of depth to how the game uses it's stamina - energy - willpower system. It's not just for combat, but is also actively used in the variety of minigames.
- The edict and passive systems are surprisingly far-reaching. Many edicts have pretty tough choices included with them that can have lasting consequences and are more than "increase damage" or "get more money".
CONS
- Not many cons, but if I had to say any it would be the game does not really explain the effects of some edicts. It is really hard to gauge what effect an edict has on inmate states, guard "aggression", and more. Considering the risk behind some edicts, this can make it so you don't want to take many edicts whatsoever to avoid the risk. (Maybe have even a vague way of knowing the current strength bonus to inmates/guards or have an NPC explain guard aggression, because I was unable to find one that did)
- Game does not explain warden level particularly well. I've had it say I reached the max warden level and then a bit later I was able to level again.
- There still exists the ability to get stuck in loops when in combat where you are spending several minutes just waiting until it will let you go to be able to engage in actual combat. There are settings to alleviate this but they only do so much.
- Holding a key to make dialogue go faster can actually also progress menus and have you accidentally use abilities you didn't want to.
NEUTRAL
- Game is meant to be a bit difficult and require a bit of testing. You can use the CCmod to be able to change some things to make them easier (or harder)! but for the most part it can feel like you hit a wall sometimes due to a few decisions you made early.
SUGGESTIONS
Since the game is still in development I would like to include some suggestions as to what I would include or change. This can apply to the game itself, or features of the CCmod.
1 - Some way of making certain jobs last longer or shorter. I do not know how difficult it would be, but making the bar job go faster would be nice because it feels like it lasts particularly long.
2 - Have some vague way of knowing inmate and guard strength. Even if it's really vague it might help with deciding on whether or not certain vague edicts are worth it.
3 - Give the ability to reset Karryn's level on NG+, or maybe some way of allow you to re-format your leveling if you made a mistake in your original playthrough. Perhaps something similar can be done for passives.
4 - Add a way to turn off edicts after you have purchased them. Some edicts I have gotten but regret doing so later but find myself unable to turn them off without cheats, and even then some edicts are not able to be changed in this way.
5 - In conjunction with the edicts that increase outfit durability, perhaps have options to where Karryn can purposefully decrease their current level of clothing. Perhaps make it an option in both combat and in the different job minigames.