Came back to this after bouncing off of it the first time I played and decided to give some feedback after clearing the first "wave" of visitors.
The new player experience is basically "go read the manual and then come back to play."
The game's UI works well, but only after you're familiar with what stuff means. For example, the blue flower icon on Katanashi puzzled me until I noticed the maid duster icon changing to a nurse icon when I assigned her to the infirmary. Likewise, the dice icon on visitors' cards isn't explained outside of the manual page on Traitors. As another example, maids distracting visitors seems to raise their concern about maids. This makes sense intuitively and is probably spelled out in the manual, but the tooltip for the distraction option doesn't mention this.
Another example: Mark's card just changed from blue to yellow. That's probably not good. And no, it isn't: he's trying to leave. He heads to the entrance and I try to redirect him to get some sleep or something. I repeatedly distract him until, finally, his card changes back to blue... but his current action still says that he's trying to leave. Then, the next turn his card turns back to yellow and he wants to observe the maids and investigate the manor. I'm guessing that despite turning back to blue he did in fact attempt to leave the manor, failed, and then that spiked his concern level up back to "yellow" territory. Or maybe yellow cards just indicates that they're doing something to investigate the manor instead of tending to their mundane concerns (eating/sleeping/bathing). This is probably explained in the manual, but without digging through it all I can tell for sure is that yellow is worse than blue.
The game is complex enough that a manual is likely necessary, and trying to shove all or even most of the information in the manual into the UI would create far too much clutter, but I think some more details would be helpful. A "tooltip mode" where you could hover over a UI element, room, or action and get the critical details (or link to the manual section) would be fantastic but also undoubtedly a massive pain in the ass to implement. The simpler solution would probably be to just put a huge pop-up on starting the game to go read the manual first.
A basic tutorial level would also be helpful. Put it on rails, send a single visitor, and then tell the player to either trap their clothes or inject them with a trainee syringe. Coming back to the game after my first experience where I was completely at a loss on how to progress, my reaction to seeing a visitor put on trapped clothes and turn into a trainee was an honest "Wait, it was that easy all along?"
The visitor AI is the coolest part of the game...
From a technical and gameplay standpoint. In my game, Michael found a key to the manor and a "manor intrusion plan." His suspicion jumped up quite a bit and, even worse, he immediately began showing it to his wife and any nearby visitor. I figured out how to feed him an Alraune seed and, shortly after, he asked a maid where the infirmary was and became even more suspicious when she was evasive. So instead, he asks a visitor who happened to have found the infirmary earlier and immediately heads off. I couldn't figure out how to feed him fertilizer so he took a placebo and went to bed. When he woke up, he set off to the library to get some answers, where I nailed him with a deep sleep book. I dragged him into the pool and tied him up before he woke back up. Meanwhile, one of the other guests was searching for him, unaware of his plight, and his wife was muff diving a succubus.
The systems for visitors acquiring and exchanging information are so, so cool. Being able to actually trick the visitors and see them cooperating to investigate and escape the manor makes the game is so much more engaging than playing around a hard-coded opponent designed to present an artificial challenge to the player. A boss in a fighting game can be frustrating until you learn how they operate, but ultimately they're a static obstacle. I can't have any real animosity towards a brick wall. That bastard Michael on the other hand was actively trying to screw up my plans and there wasn't anything built into the game to prevent him from being "too hard" to defeat. We both had a fair shot at winning - as fair as the Manor can be, anyways.
...but it could use a bit more dramatic flair.
My main suggestion on this topic would be to try and capitalize on the awesome emergent storytelling moments, though I think that is much easier said than done. The game did not have to include snarky dialogue to make me dislike Michael. The abstract descriptions of him going into the dining room and sharing his discoveries with everybody there were simple, but in my head I can "see" him showing off the concerning documents like Poirot parading a bottle of poisoned perfume. There wasn't any breakaway cutscene of him waking up in the pool with Kuro standing over him, gloating as he struggles against the bindings. But, obviously, there didn't need to be. I could fill in the gaps and it worked great. Adding diction to that risks breaking the illusion, characterizing a visitor in a different way to how the player imagines them, or pulling them out of the moment with a line that feels corny or inappropriate.
So, a counterexample: Josephine, Michael's wife. I sicced my starting succubus on her (two guesses why) and kept her asleep after marking her. She woke up while Michael was in the library, locked her door, and then started masturbating. The succubus showed herself to Josephine, fucked her for a few turns, and then the woman transformed into a succubus.
The concept here is great. The husband discovers something is wrong with the manor and he begins to feel ill, as if his body is simultaneously drying up and bloating in the middle. He becomes wary of the staff and tries to warn the other guests before heading for the library, hoping to find out for himself what is sapping him of strength... and at the other end of the hall, his own wife is submitting to the seduction of a devil, so desparately aroused that she has thrown any thoughts of her safety or her marriage away. Her submission is so thorough that she herself begins to morph, shedding both her human form and morality and emerging as a blue-skinned succubus, eager to corrupt and debauch, and completely unconcerned with her husband's grim fate.
In-game, however, Josephine's icon changed a few times to reflect her waking up horny and masturbating, before showing her on all fours alongside the succubus, and then an animation played as she transformed, which otherwise passed without comment. Trying to turn that process into some kind of novella obviously wouldn't fit the game's pacing and, as stated, risks alienating players who interpreted the events and characters differently. Nonetheless, I can't shake the feeling that some more verbosity could have really elevated those events. The idea that I keep coming back to is to borrow the dialogue blurbs from games like Rimworld or Kenshi. Draw on characters actions, environment, and relations to decide how they would react to a certain situation. Say the succubus marks a character and gives them arousing dreams. They wake up and immediately decide to satisfy their lust concern, which triggers a blurb: "Why do I feel so hot?" They begin masturbating and the succubus appears. If they are not sufficiently horny to accept the proposition, maybe they freakout (becoming aware?) and shout a "What the hell? Get away from me!" blurb. If they are horny enough to accept but have low corruption, or maybe their mark progression is still low, then they might trigger a "What are you doing to me?" blurb. If they have a partner, they might trigger an alternative "[Partner Name]... I'm sorry..." or "[Partner Name]... help me..." If they are extremely aroused and/or the mark has progressed significantly, the character could pick a more enthusiastic blurb ("I don't care, just keep touching me!") and, again, reference their partner if they have one ("I'm sorry [Partner Name], this just feels too good!").
Having
something to cue in on the emotional subtext of events - including the non-sexual happenings - would help to make the game feel less stale. Rare, concise, and precise blurbs could accomplish that without interrupting players' internal construction of a narrative.
Some brief thoughts to wrap up with:
The UI is clean and functional. I spotted some occasional typos in the manual but that was my only issue.
I didn't really think about it while I was playing, but writing this now I'm remembering that the music fit the tone of the game well.
TF fetish falls broadly into "willing" and "unwilling" transformation. Obviously there's more of a focus on unwilling TF here, but alongside the hope for some more emotional direction in general, I'd also like some attention to visitors/traitors willingly submitting to transformation. I never tried telling a maid offer sex to a visitor, but getting a maid to seduce a visitor into joining her sounds kinky - especially considering the systems in place for visitors to remember their relationships with people before they turn into trainees/maids...
I didn't make much use of it in the few hours I played, but the fairly comprehensive automation system is really cool. I'd bet it's much more useful after expanding the manor's capacity; assigning one of two starting maids to permanent librarian duty feels wasteful.
Some more character artwork would be good. The first visitor I got after the opening "wave" had a nearly identical appearance to a previous visitor. I like the style btw; the maids look properly eerie. I think it's the eyes? I've seen that style before somewhere - maybe a hentai about succubi corrupting a town?
Very cool game. I had fun.