While I mostly enjoyed the game up to the mind rooms, do I have some nitpicks.
Almost all the town's interiors are objectively too large and most are badly designed, this games would benefits from a world wide shrinking and redesigning (like the open doors toilets in the school, or the dungeon tile in Julian's "training room" placed between trees...). Some simple schedules for other npcs would be nice too.
Even though this is a mind-control themed game, I felt the control aspect was lacking, the controller often felt more like a quick seduce button. It would have been nice to have some diversity in thetype of control each girl answer to; that is being able to try all of them initially but not all type being as succesful. For example, being able to decide if she can access her common sense in an event, or maybe puppet her completely while leaving her conscious.
On an unrelated other point, not being able to delay the move to the manor is very annoying. It disrupt the farming oddjob, you either accept to move and ruin the coziness of the village setting or refuse and lose the option forever.
Rather than moving there, I would rather be able to gather everyone there by giving an order via the controller(aka an activator on the map) with the girls moving some minimum stuff there.
One last point, the whole economy need to be remade and the outfits moved to questlines (from the tailor perhaps). We'd need more oddjobs for the controlled girls. Making them work at the inn/bar, at the indoors or outdoors merchants.
I really think that expecting the player to cheat to fill a money sink is a bad game design.
Mind, I did enjoy the game, and if a mod wasn't still in developement, I would remake the indoors myself. Hell, I'll probably do a mock up using the Sarah version.
Almost all the town's interiors are objectively too large and most are badly designed, this games would benefits from a world wide shrinking and redesigning (like the open doors toilets in the school, or the dungeon tile in Julian's "training room" placed between trees...). Some simple schedules for other npcs would be nice too.
Even though this is a mind-control themed game, I felt the control aspect was lacking, the controller often felt more like a quick seduce button. It would have been nice to have some diversity in thetype of control each girl answer to; that is being able to try all of them initially but not all type being as succesful. For example, being able to decide if she can access her common sense in an event, or maybe puppet her completely while leaving her conscious.
On an unrelated other point, not being able to delay the move to the manor is very annoying. It disrupt the farming oddjob, you either accept to move and ruin the coziness of the village setting or refuse and lose the option forever.
Rather than moving there, I would rather be able to gather everyone there by giving an order via the controller(aka an activator on the map) with the girls moving some minimum stuff there.
One last point, the whole economy need to be remade and the outfits moved to questlines (from the tailor perhaps). We'd need more oddjobs for the controlled girls. Making them work at the inn/bar, at the indoors or outdoors merchants.
I really think that expecting the player to cheat to fill a money sink is a bad game design.
Mind, I did enjoy the game, and if a mod wasn't still in developement, I would remake the indoors myself. Hell, I'll probably do a mock up using the Sarah version.