I understand they at the stage of choosing direction for the game, and they have many ideas.
Importantly trying out, as game has to be interesting, yet not overly taxing on production and ambition in scope.
I wish I could offer some sensible advice to them, but all I can do is share my opinion here below.
-------------------
I like current idea of defending, gives a bit of more management of resources.
But they need to figure out the input and outputs.
1.Input - Girls.
-
I like the idea of girls attacking and getting capture, but I think also there should ways of risk/rewards game loops.
Example- Attacking army consist of males too. Which brings no benefits. With occasionally having unique or high level female leaders/soldiers in that army you can capture.
Good way for implementation of rarity system.
I don't like the idea of being constantly attacked. Even once per day cycle. As that can be taxing and frustrating for many players.
Instead I think it is better to implement revenge system.
Example- Human army attacking the player base after player conducted raids on villages/towns/cities/castles in order to get girls for breeding.
This way player has two options of getting girls. Low level common girls from raids. And high level girls(and Unique) from invading armies. And gives more leisure pace for the gamers so they can choose risk/reward actions on their own. Gives the illusion of more control in the game. But not really.
2.Output - Breeding
-
If I understand correctly, this base is orc/goblin burrow? Meaning we get them from breeding. Again rarity system insure we can create better variants of gobos and orcs that will help us with raiding and defending.
Important notice is to have an output, a sure way to lose goblins and orcs in raiding and defending.
Example- Separate resource where our army is counted, and where we downgrade leaders to fodder.
When raiding, we choose appropriate leader with number amount of gobo/orcs as invest. And get a girl and sacrificed gobos as a end result.
In other words money in form of "army number". Gives illusion of a strategy.
3.Output - Raiding
-
Entire gameloop is to be very simple in terms of coding the game.
Just an algorithm where calculation is made based on leader stats x army of gobos/orcs = reward
As for assets , a notification in the right corner with countdown is enough. So it shouldn't be difficult to implement at all, timewise.
Same goes with similar game mechanics like foraging or scrap collection or anything that would bring some semblance of complexity to the game without sacrificing game studio time with creating assets, as they are just math calculations.
But it is important to have an OUTPUT. In order to create good loop gameplay.
--------
One more thing I have to repeat from MBM issue.
Secondary assets, different booba shape, additional eyes, ears, and other accessories is very needed for variety. Hairstyles aren't enough.
I say this because those are much more easier to make than clothes, and do not require additional retouch of sex animations with spine positions and whatnot. Or very minor retouching.
-------
Perhaps they will have clear mind what they want to make in near future. Because they seem legit. Art is good. Animations is good. Gameloop could be better. Overall high standard in my opinion about MBM game.
Best of luck to them.
[edit the typos]