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(8 edits)

using strive-for-power-win64-public-v0.5.4.1e

1. When you level up a girl's endurance, her max HP rises but her current HP doesn't rise, effective making her wounded from leveling up.... I had a girl miscarry overnight because I raised her endurance and it dropped her health to red (since it is percentage based). This is also exploitable with a new capture that comes with floating points. Capture them, they are now in jail with 5HP. heal them with spell for +obedient +liking you. raise their endurance by 1, heal them again. repeat with as many points as you have available for rapid early prison gains.

2. The game needs to be more clear that a person has unspent attribute points, especially the MC.

3. There needs to be some way to quicksell some of the captives but not others. So that you can keep one or two you actually want but sell the rest. At the moment, even though you are at home town, you still need to buy teleportation trinkets to teleport the ones you want to keep and then hit quicksell.

4. when you return to your mansion with captives, the game should warn you and let you choose what to do with them. On occasion I forget and returned to mansion with 15 captives. it put 1 in prison, 4 in rooms, and auto-released the rest because I couldn't fit them into the mansion.

5. I think the starter girl should already start out intimate with the MC. after all it suggests you have had her for a while and you desperately need a source of mana.

6. If you disable furry the starter girl race options still show furry choices.

7. Speaking of mana, combat spells cost so much mana. that magic is simply not viable for combat. You need to spend a week doing nothing but sex to produce enough mana for a few battles. And you still suck at it compared to just pumping up agility, wearing decent equipment, and hitting them with a sword.

8. when selling items at market to merchants, they don't recognize magical items. it shows up as white colored text instead of green, doesn't tell you what it does, and they pay you the same as a non magical version. (I am talking about things like "dagger +3" that has 4+3 damage vs a non-magical dagger that has 4 damage.

9. when buying items from merchants, you don't get a full description. for example armor just says its armor... only when you buy it do you get details such as "40% damage reduction and +5 armor"

10. ok, I need enough rope to bind captives, fine... but why don't I get the rope back when I sell them or bring them back to my mansion?

11. Slave guild repeatable missions give mansion upgrade points. moreso than selling the same slave. but it doesn't explicitly say so. Also, how much extra? is it always 50% extra or does it depend on the mission difficulty?

12. When selling a well trained slave it says "will give you mansion upgrade points". but it doesn't say how much. (although I am thinking slave grade = 1. poor grade = 2. common grade = 3. rich grade = 4... noble grade ???, probably 5?)

13. For some reason, every time I turn in a quest, the window which shows the NPCs replies and the rewards automatically closes itself after a fraction of a second

14, Saved games are sorted by date, where the newest save is at the bottom of the list. the more saves you have, the longer it takes to scroll. This should be backwards, where new saves are at the top so that you can load the latest save without having to scroll 7 pages worth of old saves first

15. I think it would be neat if in the mansion library  you could look up the race writeups (even on races you don't have in your mansion). And also city info. And see the character gallery

16. Race is underlined and looks like a hyperlink, and if they are a slave in your mansion then it is a hyperlink and opens a new window with a description of that race. But if you are inspecting them after battle to decide if you should capture them or not then it still appears like a hyperlink but doesn't actually work.

17. If the cook is unavailable for X days for some reason or another, then I cannot assign someone else as the new cook until they return. I accidentally sent my cook to the gorn alchemist for 15 days... had to manually buy food every day :(.

18. If you had intimacy with cali before sending her to her home. then when she comes back her special scene doesn't trigger. And remains locked in the character gallery.

19. The Tisha Hale scene "older sister will have to "stay up" for the younger" remains locked in the character gallery even after being acquired and watched. (took me a while to figure out how to get that one even with the hint!... of course i was doing it on a temp save because I would rather be nice. still want to unlock it for gallery)

20. During special character scenes, the buttons to continue/make choices cover the bottom of the text. and as such the last few sentences in each scene are unreadable.

21. By default pregnancy is vastly accelerated. being done in about a month instead of 9. It would be great if there was an option to disable that and have the normal duration pregnancy.

22. Food spoilage depends entirely on quantity and not on day. Buying 500 food at once will see a bunch of it spoil overnight. a way to keep track of it, is that whenever food is bought what would get put into your inventory is "food - 0 days old" and every time you hit the finish day button add 1 to days of all the different stacks of food. Then afterwards calculate spoilage based on age. Also prioritize older food for use by the cook first. Food can also be hidden in regular inventory to avoid creating a mess.

23. when the cook is buying food in market every day it would be great if they actually calculated how much you need based on your current reserves, population, and perks such as luxury dining. And then bought exactly how much is needed. They still can do it if you manually do the math and then input it mansion settings and then modify it manually every time you change quantity of slaves or quality of food... but I think it would be better if such math was automated.