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Strive: Conquest

A successor to first Strive For Power game, currently at alpha stage · By Strive4Power

Suggestions for SFC

A topic by Trispat created Jul 31, 2022 Views: 341 Replies: 3
Viewing posts 1 to 3

Hey so I'm relatively new, and I don't want to read through all 240 other topics but I just had some feedback/suggestions so far from my time playing:

  1. I think it's a little too hard to get new characters. I think we should have an opportunity to capture more persons out in the field similar to SFP, using ropes after combat situations
  2. I like SFP's travel inventory system, based on weight. Would be nice to have that reintroduced, and then carry capacity increased with physics stats and maybe certain classes. This would introduce more dynamism to resource gathering, crafting etc.
  3. I think there should be a cap on the number of classes character can have, maybe 5 classes, and the maybe limit how many abilities each character can learn, and have equipped on their combat menu. It kinda trivializes the value of having character specializing in different things.
  4. Need to make enemies a little tougher. Fighting seems so boring sometimes because it's super easy to win. Tougher mobs would also make gearing up your character much more important and add more dynamism to the game.
  5. I think introducing perma-death to randomly generated characters would also be fun, and dynamic. It makes how you level, how you fight, what gear etc matter all that more, and I think it'll give more gameplay replay/ longevity.
  6. I think loyalty gain could be slowed down a bit, especially for characters you are able to capture. Make us work to keep them loyal, or have to have watch dogs to keep people in line etc.

Those are my main comments. These generally make the game more complex and difficult, but the story is so good, and world building very well done. I think a little more depth or immersion would go a long way. Keep up the good work!

Thanks!

I'm following this game for early beginnings and i must say that i love this changes. I like to comment on some of your sugestions.

1. Getting to easy new characters is also not so great. And you can just buy what you need. But it could be nice that if you find someone in the wild that the chance for something worthwhile would be better. But still it could make exotic slave trader useless, so i think it's nice as it is.

2.I'm personally don't miss it. I don't like to much of micromanagement. Everything is going in good direction but i would love if costume and armors didn't took out the same slot. I would rather assume that the slave changes her into armor when she goes for a fight and keeps her outfit otherwise.

3. There already is soft limit for that. You need to invest more and more experience for each aditional class and cost is reduced greatly from growth potential until you exceed the limit. So i don't think there is any need for that.

4. It's changing in that direction already, so no worries. But more difficult content for late game is always nice.

5. It would be nice as an optional choice.

6. I'm still exploring this newest loyalty system. But first impression are great and i think is that the gaining speed is nice. Maybe increase the prizes of more special loyalty upgrades?

Thanks for the feedback and the info. 

  1.  Ok understood re not wanting it to be too easy to get new characters, and I agree re finding potentially quality characters in the wild.
  2. Just like permadeath in point 5, maybe something like this would be good as an optional setting, for people like me who like to suffer a lil with the micromanagement :P. But I hear you on the costume vs armor thing, and I'll jump on that bandwagon.
  3. and 4. ahh ok understood. Thanks for that.
  4. (6) I like the idea behind the loyalty system.  It's really creative, but could def use a lil rebalancing. 

All in all, I'm enjoying the game though. 

  1.  ropes are very cheap and single dungeon has around ~15 fights, what do you think a good rate of captureable slaves would be?
  2.  this one is hard to add given how current inventory works
  3.  what do you think about changing current soft cap to hard cap something like 2+GRO max classes
  4.  how would you do that? boost hp,damage, add new skills or what? also make all enemies tougher or just the end game ones
  5. under what scenario would perma death apply? lost fight, or just a 0 hp, also 100% of times or just some odds of perma death