1) yep.
2) Well sidekick tab barely got introduced in 0.5, more will come later, I'll just say that for now there are a couple of instant transformation. But latter you'll have way to influence sidekicks with 2 effects :
-change love/will etc will change the bonus they give depending on their role.
-Some transformation/role will require those parameter to meet requirement.
Then all I'll have to do is balance the transformation/roles so the easiest to get give weaker bonus, but require to invest less time in "shaping" you sidekicks. So the player kinda has to choose which character they'll invest theit time on every loop.
3)My plan is to keep attack progressing faster than what a player can do at a given patch. This is a way to keep player from spreading too far between those who grinded a lot and those who just did enough to unlock all content. Building a game that is played before being fully done require some compromises.
This way everytime I add a new patch, the player that were behind will catch up a bit and everyone can have a game kinda fun.
4)I'll change the description, basically, it allows you to skip tutorial section. I thought I changed the description to make it clear but looks like I forgot, thank for reminding me *start to rewrite it*.
5)Adaptation can mainly be raised throught hunting slaves right now, that being said, I don't think there "need" to be a way to increment specific kill for now. Later I might add more option. I don't know yet if I want the player to be able to have a "train" button. There are pros an cons to it so I'll have to think about it once I've added the ability for player to gain bonus XP based on their army/sideKick bonuses.
6) I think you're right I'll add a space. *do it* It's done, will be up next version
Suggestion :
1) I'll think about it, for now my main concern is loop inflation. As content is added I fear loop will start to be too long. One thing is for sure, this game is not meant to be "survived". At least not until released, so I somehow have to ensure the players die at some point. I think handling that isn't my top priority, as long as player can reach end content, I'm happy.
2)3) answered above
4)I don't know, I feel like it would be to much effort for not to much "reward". I think I'd rather continue with prisoner are just a nameless bunch whose you don't care what they feel. Customizing prisoners would require a huge amount of work and UI space, and I'd rather use these on the sidekicks. Maybe I'll add a subtab in which you have a single prisonners that is being tortured/brainwashed etc, until you reach threshold and you can convert them and this would leave the room for another prisoner but I'll see. For now I'll be focusing on sidekicks.
5)tricky one, they all have things in common. Prisoners are kinda linked to slave and slave are also part of your army like you summons, so no matter howyou put is there isn't one "good" way to split those. I already changed them once and will probably do it in the future, but maybe I should wait the game "stabilize" a bit more before doing that.
Your feedback is precious and don't worry, I'm perfectly fine with criticism. I might not always agree when someone don't like things in my game but for sur it helps me see things from a different perspective.
And yeah I absolutely love the small "lore" things I add in descriptions, it require less efforts than when I'm writing "scene" but still contribute a lots in making the game fun. for 0.6 I'll be more focused in progressing the main story than writing those but for sure I'll try to add more.
Thank you for your feedback. *getting back to work*