Hi ThisIsMe ^_^
Just spotted your wonderful feedback and wanted to start out by saying thank you. Most people don't get it, but the value of detailed feedback to a developer is highly sought after. When I get good feedback like this I try to respond to everything, so I'll take your points one at a time, but if I miss anything or you need any clarrification then please drop another comment or send me a message
On that note, lets get to responding;
Played the game for the first time yesterday, and wanted to provide some feedback :
1/ right after arriving, while moving inside the dormitory, my character was flooded by random events : one when going to the bathroom (to get a shower), one when heading back (to dress), one when heading out (to work), one when heading back (to change clothes), etc. I felt it was a bit too much.
These events are certainly desirable to have (the more and varied, the better), but I think my character, possibly under heavy stress at that time, disoriented and probably even traumatized by the recent events, would have enjoyed being allowed to first "settle in" for a couple of days, with some kind of grace period in regards to random events, to get their bearings and discover their immediate surroundings on their own.
More to the point, with the intro nicely emphasizing that high discipline was enforced, that the player character needed to pay attention, to work, making themselves useful and not waste time with trivialities or miss the schedule lest to be punished, it seemed anticlimactic expecting the player character to pay attention to some random delivery man, then to a batch of light-headed bimbos and then finally to a bunny girl bumping head-on into my character asking for help, etc., all that within the first hours of the morning routine of my first day of playing. I was wondering for a moment if my character would have to suffer later in the day because of it.
Just a small suggestion, but I think it would improve the flow of the game.
I think this is a good point you make. The random encounter rate in the sandbox is feeling a little high at the moment. I've been needing to convert how random encounters in the sandbox work for a little while. I have a better scene selector code these days compared to when I started, it's just finding good time to do a switch over with it. Part of the current issue is that there is a big pool of potential encounters which are limited by the fetishes that the player has active, so the less fetishes the more infrequent the events end up being as those events you don't qualify for just won't trigger. However, on the flip side of that players with lots of things active get bombarded with random events.
Whilst I don't want to completely cut off random events for players early into their play-through, as some trigger character unlocks, I think you are right about the rate. Maybe cutting it down to a 20% chance, or even a 10% chance of a sandbox random encounter might be more appropriate. Will try to schedule sorting out this by converting to the new encounter triggering system either this week or next week.
As for the introduction (other than the newly put in backgrounds and starting option pages), it's largely a result of the early project which was much more focused on a specific enslaved feminization scenario before I broadened the projects scope. As such it does come off a little overly harsh at times, though I think that can somewhat be explained away with Agent Davis who you're interacting with being a bit of an overworked jerk. Those comments are more meant to hint towards paying off upkeep and not getting too many complaints against them (both of which lead to ending routes), but I can see the confusion, and will try to look into them when I get the chance.
2/ I don't know how you manage your fetish exclusions in the game (and before I proceed, thank you for allowing them!), but I have the lingering suspicion that you kept some NPCs visible and active even if they support fetish events disabled by the player. For example, I couldn't interact with the "devil man" at the administration centre after talking with them once, no matter how hard I tried. Again, I think that's because I disabled a couple of fetishes, and his interactions depend on them.
It would have been nice to either completely disable that guy, or to display a warning in their top-level dialogue option when it's no longer possible to further interact with them because some fetish is disabled.
For the most part fetishes are handled by a variable tag, where if a scene features certain content then the player just won't be able to access it. There are a couple of instances where a player who states they only want sex with men/women will get an encounter where they have no choice but to turn it down, however, for the most part it just blocks access to the scene or provides an alternative version.
I think by 'devil man' you're referring to the recently added 'Chess Man' who was a commissioned character I'm mid-way into writing. He at the moment only has his introductory scene, but is on the schedule for me to add in his main mechanics this week. Whilst he will have some specific fetish content, mostly he'll have transformations that are fitting for any player. As a one-man team (at least in the writing and coding department - I out source my art to various artists) I often have to dart back and forth between content writing, leaving certain paths or interactions limited until I have the chance to finish them (usually in the next build as I don't like leaving content stubs unhandled for too long).
Also, you're more than welcome regarding the fetish tags, creating a customizable experience is a main aim of the project. I think it lends better to the kitchen sink of fetishes that these sorts of games tend to be, along with adding some re-playability with all the options you can check out (also seeing how they fit together)
3/ It would be nice to have a simple "wait" action at our room. Sometimes, my character had no AP left (from work) and I just wanted to see time progressing (to meet with the white haired gentleman, for example), without "going for a walk" (which has its own implications).
This is something that I both completely agree with, yet also have been scratching my chin about for a long time. The biggest issue is that there are many things that happen when a player goes to and from work, training, dates, etc. Some of these are simple, such as the random encounters that introduce certain characters, but that's fine.
The bigger issue falls into other content areas, such as lactation, bimbo and water-sports, where things build up and happen to the player during that travelling process. The core of the problem is that many of these things would need specific scenes written for them, such as what would a lactation overflow look like in the players bedroom, would a bimbo player randomly leave there bedroom for the bimbo random encounters, etc. There's also all the progression code that I'd need to refactor for this to work.
Now, I'm not saying this as a no, just that it's a weirdly big undertaking because of how the game is built and some of the limitations of building it in the engine I use. That said, I do want to add a wait option and will be looking into this deeper to try and figure out a good way of implementing one
4/ I think the game could benefit from some proof reading. Most of the time, your English is great (and mine far from perfect!), but some of the computer-generated content of the game can have words that are unnecessarily repeated, placed at the wrong position of a sentence, or just make plain out no sense. You seem to make a point to provide the player with exceptional immersion to the game world and its characters, through long and detailed descriptions. It was a pleasure for me to read through them, so it was a shame to run into those unwelcome "distractions" from time to time.
Otherwise, I'm fairly happy that the game allowed me to play a non-sex-crazed character for once, just with a strong fetish (or two). I was even more pleasantly surprised that the game actually picked up on it (by sending the aforementioned white-haired gentleman), even though I don't know if that was intended by its author ^.^
In any case, I'm definitely looking forward to the next iterations of it, and wish you best luck in your endeavours.
Well you got me there, I completely agree about more proofreading being needed. Now that I'm 1.1 million words into the project, there's a lot there to handle. As you say it's especially noticeable around heavily coded pieces where things are stitched together, but I sometimes autocorrect things when I'm writing them and end up with a context error or two (and I still can't that I had the time description incorrectly spelled on the HUD for like a year and a half before anyone told me).
Mostly I correct these as I see them, but if people bring them to my attention they'll be dealt with for the next build. I always appreciate when people give me a bug report about when things don't read right, so if you see any instances of that and you have the time sending me a comment about it would be great
As for your comments about the immersive long and detailed descriptions, thank you! Means a lot to hear that, especially given how far I feel my writing abilities have improved since I started doing this ^_^
Also, thank you for your compliment about the options to be non-sex-crazed. Whilst I put in some of the more sex-heavy content first (like the brothel and glory-hole) in general my idea for the game for a while now has been that players can play like that or they can try to be more normal and approach the game as either a dating experience (still needs a lot of work there), an exploration of the world, or as you put it a deep-dive into a strong fetish or two
The white-haired gentleman that you encountered nightly I believe is one of the trainers that you can activate within the start-up options or the tablet options menu. Though you can also voluntarily sign up to him in-game, which I've always thought was a nice touch on my part. I've really enjoyed writing him, and there's more content with him to come soon. The trainers like him roll nicely into that customization aspect I've mentioned previously, giving players who want a more focused play-through to experience just that. Still have more than a few of them to write up though!
Glad to hear that you're excited about upcoming builds, and thank you once again ^_^