Changelog - Version v0.0.1.D
I've played this for a while (v0.0.1.B) and while I understand that this is still very early in development, I would like to offer my suggestions on how to improve the quality of the game. I think you are on the right path for a very good game.
The transformation process is too limited in the gathering process, too many transformations items, and no structure around the transformations.
What I've discovered are the following limitations/hurdles. I'm not going to discuss alignment or other programming bugs/quirks, but what I think are severe limitations to the enjoyment of the game, and I really want to enjoy this game.
- The MC must transform multiple body parts (hair, face, left arm, right arm, breast , abdomen, sex, left leg, and right leg).
- There are multiple levels of transformation for each body part.
- Each level of transformation requires greater quantity of ingredients.
- Throughout the gathering process the MC is limited to a very small number of ingredients and can only gather three of them a day and only from one location.
Suggestions:
Simple: Do we really need to transform each arm and each leg separately? This should be combined into "arms" and "legs".
Complex: Having multiple levels of transformation is good, and you need it tie into the story. But I think it would make more sense to have limitations to moving forward levels until all parts are on the same level. I think a simple lock that wouldn't allow the MC to move to level 2 until all parts are at level 1 (assuming that the starting point or base is level 0). This would allow better alignment with the story. I think certain flags must be set to trigger story arcs. I tested going right to the end level transformation of the MC's sex, but with the story not progressing, it kept referring to the player's shaft and wanting the player to do things that were not possible anymore. Conversations need to not only be triggered by the level of conversation but by the level of transformation.
Simple: The limit of the number of items that can be gathered in on day is a drain on enjoyment.
Complex: I understand that as recipes increase in level, it is customary for the complexity of the recipe to increase. Doing this simply by increasing the number of each item while not increasing the amount of ingredients that can be gathered is a time sink. I did a session where all I did was gather ingredients and progress as fast as I could through the transformation process and it took me over 65 game days to complete. As the MC gains knowledge of the materials needed, you could add doing training to learn how to gather them outside the vault. This would keep the lore with the strict vault keeper in tack, but add something to do in the library, garden, grounds, and woods. As the player gains more knowledge/skill they could collect greater number of ingredients on each attempt. Also, you could require additional skills (swordplay, archery, etc) or physical challenges to be able to access the areas to acquire them. You could even add more nefarious interactions here. For example, the MC is generally a level 3 transformation, looking mostly feminine but still retaining a small "core". To access the area where a certain ingredient is required, the MC must encounter rogue woodsmen and either pacify or defeat them to move forward. Doing things like that make the grind more palatable. Yes, there are increasing requirements of things to gather to progress, but you are not doing the same thing every day for 60+ game days. Hell, adding the skill training and other challenges could actually take longer to complete, but since the player is doing something different, it doesn't seem like a grind.
Simple: It is too easy to run out of energy. Seemingly simple tasks use up too much energy.
Complex: I think the energy/time resource needs to be re-worked. Have engagements take time then activities take energy. For example, the day should be set into early morning, morning, noon, afternoon, evening, night, and late night. There should be certain things that are only available during each period. The MC can have one interaction during each period, some could take multiple time periods or must be used to regain other resources. Moving from one location to another in the castle should not cost a time period. Activities, such a training, gathering, or crafting can be done multiple times during one period, as long as the player has energy to accomplish them. For example, the player starts with a base of 20 energy units, each attempt at sword training takes 5 units of energy, the player could complete one level of sword training with 4 successful attempts, but they would need an energy replenish (food, rest, or sleep) to do any additional items that require energy.
I know this is a giant wall of text. Please don't take it a criticism. Again, I am enjoying what you have developed so far. I just want to help give ideas and imput on how to take it from where it is to a great game. Keep up the good work!