Heya
lilith123!
Very happy to see you here as well as transferring the LotA from rags to HTML.
Laved the old clunker but man, it was limited and cumbersome as hell.
Anyway, here are some feedback and suggestions, hope they are useful for you.
Bugs;
Using the left panel buttons reset the right panel, which can lead to unintended stat gains or losses. One example is the first Mina&Betsy scene where the player can earn unlimited dominance gains.
U.I.
-At the moment, it's quite cumbersome to use Psychic and E-Lens scan options. Adding action buttons after /next to the names of the room's occupants on the right hand side section (if the MC has E-Lenses / Psychic ability that is) would streamline these abilities immensely.
-Adding buttons for fast access to Wardrobe*, MedKit use, Stim use in addition to the current Inv, ComLink, Syringe options may make the U.I. smoother.
-*A sub-page for various dresses might also be nice.
-This one may be my "spoiled by proper games" side speaking but would adding small icons to some of the left hand panel buttons and making them square, make the U.I. better?
xxxx
xxxx
text
two lines of "x"s being a simple symbol.
-Similar thoughts for the com-link topics. Would adding medium sized picture plates above the topics and aligning the topics in a grid pattern rather than the plain text version make things look better and be worth the effort?
Gameplay
-Let's start with the radical one; I know they are from the original incantation but I've been dissatisfied with the specializations even then. "Dominant" and "Strong Willed" were simple number manipulations and the "Psychic" never really did anything to provide alternate paths.
Why not scrap them, integrate the current "Psychic" as baseline and introduce new perks as well as adding alternate routes / choices as well as new quest lines based around the new perks?
The replacement perks that seem fitting to me are "Body of Fluidity" "Will of Ocean" and "Mind of Depths"
"Body of Fluidity" and "Will of Ocean" decrease the Health and Willpower costs of actions as well as enabling new options and moves during certain encounters; like being able to subdue various characters like Zafira (the soldier in supply / storage room) and so on by brute force in order to collar them if you have "Body of Fluidity" while "Will of Ocean" allows the player to gain a small boost the first time she uses a slave. "Mind of Depths" on the other hand allows for lifting additional knowledge from your psychic scan targets, allowing for shortcuts like being able to dominate the Sergeant in the western outpost as well as being able to "hack" and rewrite Kumiko's hasty conquests for the price of some willpower expenditure as well as some unique opportunities like being able to slip past the Kumiko's guard slave without alerting her, which in turn allows you to bug her ship and/or sabotage her gear...
-Many side characters and their respective story branches are simply nonexistent while others are stunted(?).
Some of the potential slaves would have been nice additions to Player's slave-crew
Speaking of our slave-crew... What's the point of the Nurse? It would be much better if we didn't have one and
swiped Eva from Kumiko.
Same goes for Zahia (Elite Guard)
As for Ash... maybe have her unlock some possible options for various quests and ship upgrades after we acquire her? (Unlocks the option to obtain a discount N.A.S.I.F. prototype in conjunction with Lexa and/or maybe options to install some upgrades to the spaceship?
-Speaking of our ship, now that we aren't stuck with RAGS constraints, it might be a decent idea to remodel the thing and add some more rooms to it: A pair of cargo holds to the lower deck, a handful of small cabins... sorry "slave quarters" (One for Carla, One for "Guest" downgrading from being real room) and a galley and a "practice lounge" to the main deck.
This would allow the player to go nuts and loot the whole installation to the bare metal.
---Why stop at a single bottle of milk when we can steal the damn cow and her automated stall?
---Speaking of stalls.... that field lab Lexa was using and the field Infirmary Eva was parked at would be nice additions to our barebones science modules.
---I wonder if we could get enough cots or even stasis pods from the base and the ships as I hate leving behind 8 to 10 slaves when I leave the place...
---This being a modular base, it would also have a bunch of supplies and we have our expert team of Military Slaves. Why not have them transfer supplies in the form of tech, arms and contraband to our own holds?
---Same for physically looting the archeology vault and the computer mainframes.
-Some additional bits of story and epilogues for most of the minor characters would also be nice, even if it's only sending them to the slave pens on the ship...
-This one is what I think of as the "For a holdout stun-gun, For a holdout stun-gun, Most of my slaves for a holdout stun-gun!" entry.
Why not introduce a holdout stun-gun to the game in conjunction with reworking the willtamer?
Downgrade the willtamer to a suppression collar, make it a single use consumable item, 20-30 creds or so, purchasable multiple times; that we can use brute-force capture some of our victims who need to be dragged to safe spots for quick conditioning and then sent to the player's ship for proper training.