This is the kind of raw and detailed critique I respect this site for, appreciated man.
I also found and fixed the same error with the Goblin variables. I've begun moving most of the variable and image conditions off else/ifs to script variables and loop conditionals, it's cut down on the event bloat by more then half and it's made assets so much easier to manage.
I'll also axe that extra run before you recruit Treu and Samara, that's great feedback and that section didn't add anything.
Like I mentioned in the Subscribstar post I'm testing a combat overall so I'll need a bit of time.
Thanks for playing the game guys.
I like this game. I think some of the systems are great, especially the entire subjugation game loop. But it also does a few things in a poor way and the UI is a monstrosity. I am happy to hear about your success.
It's also actually two vars not just one - active goblin count and total births.
For some immediate feedback:
1. Fancy fonts are for the main title and sometimes menus. Maybe it's just me, but my frustration went down significantly when I changed the gamefont to arial. I changed it manually in gamefont.css, but I found this (
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) after a quick google.
2. There should not be an entire conversation blocking interaction with utility/shop NPCs every time. Intro convo is fine, flavor text during menu interaction is fine, but the menu should be immediate outside of a quest/event. Saving the game at a manling feels like Samara's anus after being captured by the berserker.
3. I mentioned this in another post, but if you missed it, the QTE plugin chosen (ChainCommand) uses frame count and not actual time elapsed. By default, RPGMV renders at your monitor refresh rate, so it's busted hard on high refresh rate screens. A simple fix would be to just grab a plugin that caps fps like FPSLimit and set it to 60.
4. The Goblin Warden (dude with the basket of gremlins) should capture party members if they are in a sex grab and the party escapes, making the behavior of special grabs consistent with the Dithonian.
5. Faction buffs should not be permanent. They should last for some amount of time before dropping off before needing to be refreshed by a faction activity again.
For some suggestions:
1. I played around with it, making the goblin breeding ritual increase character fertility since it's a variable anyway. Nice for flavor and it represents goblins well. To counteract it I made the Dithonian decrease fertility on each birth, but having the fertility values drift back to default on each time passage while not subjugated would also work.
2. Goblin Warden can be spawned in the regular map by a faction activity to go out hunting.
3. Not sure how this jives with your idea of balance, but I added the "Seal Ability Type: Escape" attribute to the Restrained and Gagged states because I thought it was more fun for the berserker.