Well now the new owner came, and said I missed the deadline, he's right, but I don't now how to actually send the slave to new owner, anyone can shed some light on this?Hi, I'm new to this game, just one question: I'm freelancer, and found buyer for my slave, they said I need to deliver in 13 days, its been 24 and the slave is still with me, is there any action I should take to finalize the deal? Im training Kasumi.
Standards are different today and it'd require a small team of artists who could actually make it work. Slave Maker's biggest problem- other than being made in Flash- was the simple fact that it was just ripping people off left and right in terms of using art without permission and without compensation.I kinda wish someone would make a new game of this, the story ect and continue...
In "system" menu there should be a option "complete training" . At end of training slave will be deliver to owner.Well now the new owner came, and said I missed the deadline, he's right, but I don't now how to actually send the slave to new owner, anyone can shed some light on this?
Just my personal opinion. This game is not for everyone nowadays but keep in mind this game is VERY old. It is as far as i can see one of the oldest game you can encounter on this website (do not be fooled by the date of creating this thread as this game came out around 13-15 years ago).don't get why this is a 4 star game. It's repetitive and boring.
A lot of the problem is that slave maker was made for an internet otaku audience circa 2004-ish. Younger Gen X'ers and elder millennials. Consequently you get a ton of characters that would have made sense at the time from properties like Ah! My Goddess! and Tenshi Muyo.And more. Yes the graphic might be outdated and not as fresh as you think. And yes the game is "unfinished" and many upcoming Slaves were canceled and so on. But this game has a Nostalgia Bonus for many Oldies (like myself). Though i think for newer players it is not a bad idea to try it out.
Open ended additions were part of the problem. If you actually dig up- assuming they can even be found anymore- the original builds of Slave Maker 1 and 2 you'll find they were much more quality over quantity. Inviting anyone and everyone to make additions with no gatekeeping and no screening for quality and standards is how you end up with 100 slaves with nothing to make them distinct.Would be fun to see a modern take of this game. I would imagine they would make it easier to mod in new characters, only saw a few of those back in the days.
Yeah, burying the core game experience in a bunch of paths that didn't really go anywhere and didn't do anything new was a mistake. There's no pay-off when you're treated to the same generic photos and complete the same routine with a slightly different slave for the 10th time.The game can certainly feel repetitive, back when I played it this was mainly due to a lot of slaves being copies of each other without anything special. Not that bad in the start with packs 1 and 2, but as more packs were released the slaves lost all uniqueness. There's only minor stat differences between say Eri and Reima as an example.
So to me the fun was trying out the slaves that had special training or stories, so it felt like you didn't repeat the same training all the time with every slave.